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 #341443 is a reply to message #341388]
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Tue, 16 June 2015 00:05
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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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.Report message to a moderator
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Re: New feature: Take prisoners, interrogate them[message #344734 is a reply to message #343468]
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Sun, 27 March 2016 01:10
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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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.Report message to a moderator
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Re: New feature: Take prisoners, interrogate them[message #346618 is a reply to message #346608]
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Fri, 12 August 2016 20:22
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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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.Report message to a moderator
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Re: New feature: Take prisoners, interrogate them[message #352515 is a reply to message #347958]
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Thu, 22 February 2018 21:14
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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As of r8522, not having a prison is no longer a reason to not take prisoners:
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.Report message to a moderator
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Re: New feature: Take prisoners, interrogate them[message #353805 is a reply to message #353792]
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Fri, 15 June 2018 21:26
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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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.Report message to a moderator
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Re: New feature: Take prisoners, interrogate them[message #354648 is a reply to message #353805]
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Sun, 02 September 2018 07:57
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ZedJA2 |
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Messages:202
Registered:January 2018 |
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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)?
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] Report message to a moderator
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Sergeant 1st Class
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Re: New feature: Take prisoners, interrogate them[message #364757 is a reply to message #364755]
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Wed, 20 July 2022 00:20
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Kitty |
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Messages:436
Registered:October 2017 Location: Germany |
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KrAhS wrote on Tue, 19 July 2022 14:43Flugente, 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) Report message to a moderator
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Re: New feature: Take prisoners, interrogate them[message #365377 is a reply to message #364759]
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Wed, 21 June 2023 00:37
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MeganD |
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Messages:12
Registered:March 2018 |
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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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