Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Take prisoners, interrogate them
Re: New feature: Take prisoners, interrogate them[message #341302 is a reply to message #341301] Tue, 02 June 2015 01:00 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Eh? Just stop the time compression.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: Take prisoners, interrogate them[message #341388 is a reply to message #341302] Tue, 09 June 2015 21:44 Go to previous messageGo to next message
navaroe is currently offline navaroe

 
Messages:78
Registered:August 2012
It seems that game reports prisoners riot even if they really don't. In this saved game for build 7883, there is unguarded prison with 2 prisoners in B2. There will be riot reported every hour, but when you go and see, the prisoners will be calmly standing in their cell. Not a big deal, but since I uploaded the savedgame to report other bug anyway...(http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=12303&goto=341387&#msg_341387)

When the number of prisoners is above prison capacity, riot works as I expected and some soldiers actually spawn.

http://ulozto.net/xXiEEdkr/enemydisappears-zip

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Corporal
Re: New feature: Take prisoners, interrogate them[message #341443 is a reply to message #341388] Tue, 16 June 2015 00:05 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
When we interrogate prisoners, there are 4 different outcomes:
  • nothing happens. You don't always get something, you greedy person!
  • We get random money. Useful.
  • We get a volunteer/green/regular/elite militia. Useful
  • We get info on enemy positions:
    - Enemy generals. Very useful, but rare and very hard to do.
    - Enemy positions. One random enemy location we don't yet know about is revealed. Can include exact enemy size and enemy movement direction
Enemy positions, however, are not that useful - if we learn that there are patrols halfway across the country, then that isn't exactly news. So as or r7892, if prisoners give info on enemy patrol movements, patrols with tanks are handled first. This seems justified to me - an unexpected, moving tank can really, really turn a battle after all. So you now have a new method of learning of their existence and preparing countermeasures.
This does not include static tanks, like those around Meduna.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: Take prisoners, interrogate them[message #341830 is a reply to message #341388] Tue, 21 July 2015 23:11 Go to previous messageGo to next message
sylar951 is currently offline sylar951

 
Messages:57
Registered:December 2013
navaroe wrote on Tue, 09 June 2015 20:44
It seems that game reports prisoners riot even if they really don't. In this saved game for build 7883, there is unguarded prison with 2 prisoners in B2. There will be riot reported every hour, but when you go and see, the prisoners will be calmly standing in their cell. Not a big deal, but since I uploaded the savedgame to report other bug anyway...(http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=12303&goto=341387&#msg_341387)


Same thing happens to me. A bit annoying angry

Also I hate when I have to kiss the enemy's face to talk to him. Someone should increase the distance (tiles) required to be able to talk.

[Updated on: Tue, 21 July 2015 23:14]

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Corporal
Re: New feature: Take prisoners, interrogate them[message #343453 is a reply to message #341830] Sat, 12 December 2015 02:05 Go to previous messageGo to next message
Julix is currently offline Julix

 
Messages:105
Registered:June 2010
Location: Canada

Handcuffing the General or Sergeant in Alma nets me a crash to desktop. Any reason it shouldn't work?

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Sergeant
Re: New feature: Take prisoners, interrogate them[message #343456 is a reply to message #343453] Sat, 12 December 2015 11:11 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Julix wrote on Sat, 12 December 2015 01:05
Handcuffing the General or Sergeant in Alma nets me a crash to desktop. Any reason it shouldn't work?

You can't handcuff named NPCs. The game shouldn't even allow it since r7635.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: New feature: Take prisoners, interrogate them[message #343465 is a reply to message #343456] Mon, 14 December 2015 01:45 Go to previous messageGo to next message
Julix is currently offline Julix

 
Messages:105
Registered:June 2010
Location: Canada

I see. I wonder what went wrong... (I downloaded 8001 but for some reason it's displaying the last of the 7xxx on startup... just noticed that). On topic, would it be possible to make some named NPCs capturable? I'd love to have one "known" general to go capture to get intel on the others... also he's so loyal, but proud that it should be fun to get info out of him. "So you were saying about how we don't stand a chance?" - "Yeah, none at all! My collegue General Smith will make gun powder out of you, when he gets here from Balime! You'll know you're dead when you see his face... knarly scar on the left cheek." ;)

[Updated on: Mon, 14 December 2015 01:46]

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Sergeant
Re: New feature: Take prisoners, interrogate them[message #343468 is a reply to message #343465] Mon, 14 December 2015 10:01 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Never mind the release version. The coders seldom update this. Maybe I'll update it once I figure out why my drug fix makes the game not shutdown properly anymore...


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: New feature: Take prisoners, interrogate them[message #344734 is a reply to message #343468] Sun, 27 March 2016 01:10 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
As of r8122, if the number of prisoners in a prison exceeds that prison's <usPrisonBaseLimit> (from Map\FacilityTypes.xml), interrogation performance is lowered by up to 33%. This should serve as an incentive: if you have a lot of prisoners, using a big prison like Tixa or Alma is reasonable. Stacking 50 prisoners in a tiny cell isn't.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: Take prisoners, interrogate them[message #346606 is a reply to message #344734] Fri, 12 August 2016 09:09 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
Is it possible to capture and interrogate Alma General?
Game freezes when handcuffs applied

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Master Sergeant
Re: New feature: Take prisoners, interrogate them[message #346608 is a reply to message #346606] Fri, 12 August 2016 10:07 Go to previous messageGo to next message
ratpaz is currently offline ratpaz

 
Messages:137
Registered:April 2015
Location: Italy
Game crashes every time you try to capture any special NPC, so Alma general is among them

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Sergeant
Re: New feature: Take prisoners, interrogate them[message #346618 is a reply to message #346608] Fri, 12 August 2016 20:22 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Capturing profile-based NPCs isn't allowed, for very good reasons. I'm trying to reproduce the crash, but have been successfully only once, and ended up in inventory draw functions. Have to see whether I can reproduce that, but the error doesn't seem related to this feature per se. Stay tuned, I guess.

Edit: Okay. Well, that was stupid. Fixed in r8286.

[Updated on: Fri, 12 August 2016 20:34]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: Take prisoners, interrogate them[message #346665 is a reply to message #346618] Tue, 16 August 2016 20:42 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
Thanks, Flug.

Does It mean only Alma General can be captured?

[Updated on: Tue, 16 August 2016 20:43]

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Master Sergeant
Re: New feature: Take prisoners, interrogate them[message #346666 is a reply to message #346665] Tue, 16 August 2016 21:06 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Alma General is a profile based NPC. So no, he cannot be captured by handcuffing him.


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: New feature: Take prisoners, interrogate them[message #347941 is a reply to message #346666] Sat, 31 December 2016 21:17 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
I seem to have bad luck with my prisoners. I have 3 prisoners in Cambria, one soldier, one officer and one elite. They are guarded by Bull, there is no militia present and the loyalty of Cambria is about 90%. It is day 3, I have been guarding them for about 24 hours and so far they have rioted "massively" a few times, but I have never seen a message about successful interrogation. What am I doing wrong?

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Master Sergeant
Re: New feature: Take prisoners, interrogate them[message #347951 is a reply to message #347941] Sun, 01 January 2017 16:15 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Well, are you interrogating them?


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: Take prisoners, interrogate them[message #347953 is a reply to message #347951] Sun, 01 January 2017 16:22 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Oh yes, sorry^^ Of course, I have Bull set to "Interrogate Officers"

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Master Sergeant
Re: New feature: Take prisoners, interrogate them[message #347956 is a reply to message #347953] Sun, 01 January 2017 16:31 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Interrogating an officer takes a bit of time, though 24 hours should be enough... you could check your ini and lower the points needed to interrogate an officer to see whether it works as intended.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: Take prisoners, interrogate them[message #347958 is a reply to message #347956] Sun, 01 January 2017 17:05 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Will do, thank you!

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Master Sergeant
Re: New feature: Take prisoners, interrogate them[message #352515 is a reply to message #347958] Thu, 22 February 2018 21:14 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
As of r8522, not having a prison is no longer a reason to not take prisoners:
https://i.imgur.com/G75q1XC.png
If we have no prison (or we just feel like it), we interrogate prisoners instantly. This happens, well, instantly, the downside is that the chances of getting anything (defectors/intel/money) are halved. Interrogating prisoners in a prison is still more effective. On the other hand, with luck, you can get your first militia very fast.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

icon7.gif  Re: New feature: Take prisoners, interrogate them[message #353792 is a reply to message #312705] Fri, 15 June 2018 02:29 Go to previous messageGo to next message
No-Nothing is currently offline No-Nothing

 
Messages:81
Registered:March 2013
Hello!
I'am astonished by prisons & prisoners feature. You managed to set it up just perfect! I think this was the most needed addition to JA2 along with support militia. I have doubt I have any chance to find something similar something such amazing in any other game!

I. Would you consider randomizing capitulation negotiations event?
I imagine 3 checks to be introduced:
1) check on is this squad able to surrender at all? Always happens only once per battle (at the first negotiation). Makes reopening negotiations impossible too! If this check fails go to 2).
*very small probability (~5% chance). Represents the situation when we encounter a squad led by one maniacal commander who schooled his men never surrender!
2) check on success. Doubles interrogation strength. Executed for both sides. If this check fails go to 3).
*small probability (~10% chance). Represents the situation when a negotiator could do his best this time.
3) check on fiasco. Halves interrogation strength. Executed for both sides.
*might happen probability (~25% chance). Represents the situation when a negotiator had no mood for words battle.
There should be "enough negotiations" period (5-10 turns).
II. There could be introduced a global event! Every day at 00:00 check ratio prisoners/killed. If it is good [+1 global loyalty] (like for facilities). If it is bad [-1 global loyalty]. And not good not bad in between. Could be safely added as pure beneficial feature. When you take no prisoners (0/x) then bad. When you take some prisoners (e.g. 2/32) then good.
It would represent how local population sees your intervention. Like help needed or like foreign genocide.
III. At last may be to add prisoner logistics? To deliver prisoners from capture place takes 1h x tiles to prison. There's ~3% per every 10 tiles chance a pair of prisoners escape during transportation (same event like interrogation without any results)! There may be added "send from one to another prison" function. But that probably belongs to facilities feature.

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Corporal 1st Class
Re: New feature: Take prisoners, interrogate them[message #353805 is a reply to message #353792] Fri, 15 June 2018 21:26 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
The issue with such random effects is that not only can the player not affect whether they happen, they completly screw him over. That's okay for smaller random things (like an individual shot missing), but surrendering is more significant, as it ends a fight. If that happened to me, I'd simply reload (and wonder what the purpose of surrender not working properly is).

While the idea to take behaviour against prisoners into account is good, the current town loyalty mechanism is very simplistic. That needs an overhaul first tbh.

I plan to do that eventually. But as we can already send them to any prison we want upon capturing them, that isn't exactly high on my priority list.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: Take prisoners, interrogate them[message #354648 is a reply to message #353805] Sun, 02 September 2018 07:57 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
NEVERMIND, figured it out. There was a zombie on an early roof, because an Orange Shirt had died on the roof (zombies can also climb roofs, at least on some zombie difficulty settings, 2nd time I saw this -- so that's why I was still in combat. I'll delete the rest of the post later, or if possible the entire post, but otherwise was strange situation). Final result, after I killed the zombie, a Field Interrogation was done automatically, I wonder who the computer chose to do it, and it said -- I had Interrogated 1 General!!?? I wonder if I benefited any, it didn't say more, hunh. An Orange Shirt General?!

Original laughable post below the hyphenated line.

------------------------------------

So I started another new campaign in 8589 SCI. I'm in the first Omerta tile just left off by a helicopter. I find that I'm fighting Elite Blackshirts and Veteran Orange Shirts in Omerta, because I have allowed Deidrianna to immediately send attacks and yadda yadda. I have my 2 IMPs and 6 M.E.R.C. people.

So we are in battle, doing relatively well via luck, and then I decide to try to Capture an Orange Shirt:

1) I talk to the Orange Shirt with my Leader IMP Prima. I demand Surrender. Prima has 60 plus Leadership and is a Deputy, carrying also some Stack of Bindings or whatever you call them. It doesn't seem to effect this enemy ... that is I did not notice it saying Captured above in the NCTH, etc.

2) However, the game later on shows me that the last merc is in a certain area on the mini-map. When I get there, I realize he is the one on the roof who has not moved in some time, and HE HAS CAPTURED written on top of him, when you mouseover him. Yay.

3) So I try talking to him with various people, and finally try my Leader IMP Prima. He just says something like ..."Now you have a real challenge" -- it is just the new boilerplate comments.

4) The sector remains in combat, even though he is captured. The $ menu does not provide an option, talking to him provides no option for a field interrogation, and the . menu does nothing either.

So I'm currently looking to see if there is anything else alive in the sector. I have no prisons. I'm in Omerta which in the past tends to have ghost reinforcements due a bit after I move forward in real-time. If I try to go realtime on the Strategy Map, it just puts me back into Combat via the combat pop-up for the sector.

Some more details:

5) He still has a Sphinx3000 in his hands, per the ALT function for equipment on the character.

6) Maybe I still have to knock him out, but I tried putting the stack of bindings on him, that doesn't work.

So I guess two questions:

a) Why did the enemy I talk to not surrender but someone over 30 tiles away did (he was not even in visibility range)?

cool Provided there are no other enemies, which I'm double-checking currently, how do I end combat and get the option to Field Interrogate? Prima has a Stack of Bindings but I guess since we are technically still in combat somehow, can't interrogate the prisoner.

[Updated on: Mon, 03 September 2018 08:57]

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Sergeant 1st Class
Re: New feature: Take prisoners, interrogate them[message #357483 is a reply to message #312818] Mon, 03 June 2019 00:44 Go to previous messageGo to next message
fightcancer is currently offline fightcancer

 
Messages:214
Registered:February 2005
Location: USA
Flugente wrote on Wed, 05 December 2012 23:52
Update: As of r5714, we can finally turn the tables and ask the army to surrender to us.
Is it automatic, or do I have to press a certain key? Thanks for this feature!! Vielen dank!!

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Sergeant 1st Class
Re: New feature: Take prisoners, interrogate them[message #359378 is a reply to message #357483] Thu, 02 April 2020 11:42 Go to previous messageGo to next message
Tyxe is currently offline Tyxe

 
Messages:78
Registered:May 2012
Location: France
I'm unable to surrender to the enemy (JA2_8717).
I read all the thread and would like to now which quests make surrender your mercs impossible as i suspect it may be the reason why.
More detail below :
I talk (mouth icon) to an enemy soldier and got 4 options :
- demand surrender
- offer surrender
- talk
- talk (so talk option twice).
The demand surrender option works fine but not the offer surrender which only provide a random answer (like the one you got with the talk option)
I have the following quest actives :
- food for the rebels (Drassen)
- Kingpin/Chitineza job for the chalice
Thanks !

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Corporal
Re: New feature: Take prisoners, interrogate them[message #359611 is a reply to message #359378] Fri, 17 April 2020 22:20 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
8675 Surrender works.

Do you use Extended Ear?

Can you upload save file somewhere? Maybe somebody will help you.

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Master Sergeant
Re: New feature: Take prisoners, interrogate them[message #360912 is a reply to message #343456] Tue, 11 August 2020 23:48 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
silversurfer wrote on Sat, 12 December 2015 11:11
Julix wrote on Sat, 12 December 2015 01:05
Handcuffing the General or Sergeant in Alma nets me a crash to desktop. Any reason it shouldn't work?
You can't handcuff named NPCs. The game shouldn't even allow it since r7635.
i'd like to handcuff both doreen and deidranna for obvious reasons http://i.imgur.com/Wj5IVeA.gif

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Master Sergeant
Re: New feature: Take prisoners, interrogate them[message #364755 is a reply to message #313353] Tue, 19 July 2022 14:43 Go to previous messageGo to next message
KrAhS is currently offline KrAhS

 
Messages:8
Registered:August 2021
Flugente, how can I turn off the possibility that the prisoners riot?
I'm guarding the sector with milicia, have mercs there too and even 2 prisoners rioting after an hour. I tried to make the capacity to 100 in the jail but nothing happens, they are rioting and I have to shot them.

I just don't want the prisoners rioting at all, where I can switch of that that the game checking the prisoners in every hour for the chance of riot, or what is your suggestion to turn this off from the game?
Thank you!

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Private
Re: New feature: Take prisoners, interrogate them[message #364757 is a reply to message #364755] Wed, 20 July 2022 00:20 Go to previous messageGo to next message
Kitty

 
Messages:436
Registered:October 2017
Location: Germany
KrAhS wrote on Tue, 19 July 2022 14:43
Flugente, how can I turn off the possibility that the prisoners riot?
I'm guarding the sector with milicia, have mercs there too and even 2 prisoners rioting after an hour. I tried to make the capacity to 100 in the jail but nothing happens, they are rioting and I have to shot them.

I just don't want the prisoners rioting at all, where I can switch of that that the game checking the prisoners in every hour for the chance of riot, or what is your suggestion to turn this off from the game?
Thank you!

Haven't heard of Flugente in a while, so I'm trying to answer instead.
As far as I know, there is no ini-option or anything else that'll stop rioting.
To avoid a riot you have to assign mercs to the prison as guards. make it matching mercs, the ones with a fitting background (law enforcement, etc) get a bonus for guarding.
So, mercs like Raider, Bull or Bubba will do, because the background matches. Mercs like Shank and Flo probably suck big at it (Example: Flo is good at dealing with weapon dealers like Tony, her background makes her good for that, but won't help her to guard enemies).
Snitches are also good at prisons, they can help interogating and are able to mix under the prisoners. I you assign a snitch to prison, they will show these extra options.
Just make sure to assign them, mercs just being in sector isn't enough.
So what about the riot? Can it be turned off ? As far as I know, no. Can it be avoided? Yes. Assign matching mercs as guards and avoid to send more prisoners as prison capacity says (Tixa has plenty of space).



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Master Sergeant
Re: New feature: Take prisoners, interrogate them[message #364758 is a reply to message #364757] Wed, 20 July 2022 01:13 Go to previous messageGo to next message
KrAhS is currently offline KrAhS

 
Messages:8
Registered:August 2021
Hi Kitty, thank you for trying to answer my question.

I have the latest 1.13 9210 so it's quite fresh, but I don't find the option in the assignments like guarding the jail just the interrogate the prisoners.

I checked the FacilityTypes.xml where I should to see the assignments of the facilities, but for the jail I only find the the interrogate or for the "prison complex" I found the "Staff". (My prisoners are in the jail)

Am I doing something wrong or is there an option to guarding facilities that I don't even know? :/

Thank you for our help!

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Private
Re: New feature: Take prisoners, interrogate them[message #364759 is a reply to message #364757] Wed, 20 July 2022 01:35 Go to previous messageGo to next message
KrAhS is currently offline KrAhS

 
Messages:8
Registered:August 2021
I tried to be tricky and change the Jail ID to the Prison complex ID so I can put my soldiers to "Staff" assignment but even with 5 staff I can't hold back the 2 regular prisoners.... I really don't get it what is wrong here. angry

[Updated on: Wed, 20 July 2022 02:03]

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Private
Re: New feature: Take prisoners, interrogate them[message #365377 is a reply to message #364759] Wed, 21 June 2023 00:37 Go to previous messageGo to next message
MeganD

 
Messages:12
Registered:March 2018
The Mild Drop All setting seems to conflict with the prisoners-drop-stuff-at-end-of-battle function. Handcuffed last remaining enemy after shooting him in the legs, no handcuffing animation occurred, and the handcuffs (along with any drops) never appeared. Same after demanding surrender. Iron man mode, so I couldn't reload to test further.

Game Version: v0-3962-ga0aa58 (2023-05-15)

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Private
Re: New feature: Take prisoners, interrogate them[message #365402 is a reply to message #312705] Wed, 12 July 2023 17:10 Go to previous message
KrAhS is currently offline KrAhS

 
Messages:8
Registered:August 2021
Hey everybody, I have a question.
Where I can change the distance to talk to someone? (Offer or demand surrender for enemy) it seems I have to go really close to demand surrender. Where Can I change that?
Thank yo!

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