Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Take prisoners, interrogate them
Re: New feature: Take prisoners, interrogate them[message #341145 is a reply to message #312705] Sun, 24 May 2015 23:04 Go to previous messageGo to next message
fightcancer

 
Messages:167
Registered:February 2005
Location: USA
Is there a prison in or near Grumm? Thanks.
Re: New feature: Take prisoners, interrogate them[message #341146 is a reply to message #341145] Sun, 24 May 2015 23:08 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
Using stock maps and stock xmls, main prisons are in Tixa & Alma, small town prisons are in Cambria, Chitzena and San Mona, and there is the 'secret' special prison. But nothing in or near Grumm - you can simply define that to be in Facilities.xml however.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Re: New feature: Take prisoners, interrogate them[message #341149 is a reply to message #341146] Mon, 25 May 2015 02:56 Go to previous messageGo to next message
fightcancer

 
Messages:167
Registered:February 2005
Location: USA
Thank you Flugente! happy

I have trouble with the interrogation process. Speck has been assigned to interrogation for weeks in Chitzena, B2. However, nothing happens. His portrait shows 37/14.

Same thing with Maddog in D5 with 43/9.
Re: New feature: Take prisoners, interrogate them[message #341166 is a reply to message #341149] Mon, 25 May 2015 21:23 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
That sounds very odd. Can you provide a savegame + ini?



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Re: New feature: Take prisoners, interrogate them[message #341290 is a reply to message #341166] Mon, 01 June 2015 15:45 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
Just took 3 guys as prisoners and sent them to an adjacent sector with a Farm prison (basically a new facility which allows to interrogate people outside of a town sector). Problem is, the prisoners start a riot immediately (and also vanish from the map entirely it seems).

Had no mercs in the prison sector, but the grace period for prisoners to start a riot seems to low, I don't even have a chance to travel to the sector (and the enemies basically are instantaneously teleported there). In the early game you can't afford to keep mercs back to guard empty sectors and awaiting PoWs there... I'd really see a slightly increased grace period for prisons (6 h would be good, before prisoners could even start a riot). That should usually give enough time to simulate the prisoners arriving there at the same time as mercs.


Re: New feature: Take prisoners, interrogate them[message #341297 is a reply to message #341290] Mon, 01 June 2015 19:23 Go to previous messageGo to next message
Flugente

 
Messages:3307
Registered:April 2009
Location: Germany
There is no grace period.
Every full hour, each prison is evaluated on whether a riot starts. This happens guaranteed if there are either no guards at all, or can happen the prisoner strength exceeds guard strength and prisoner number exceeds prison limit.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Re: New feature: Take prisoners, interrogate them[message #341301 is a reply to message #312705] Tue, 02 June 2015 00:55 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
Is it possible to set the game on pause, when you successfully interrogated prisoner? I think it`s very easy to miss gained information if the game clock keeps running. speechless


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:3307
Registered:April 2009
Location: Germany
Eh? Just stop the time compression.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


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

 
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
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:3307
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.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


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

 
Messages:53
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]

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

 
Messages:92
Registered:June 2010
Location: Germany

Handcuffing the General or Sergeant in Alma nets me a crash to desktop. Any reason it shouldn't work?
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:2296
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

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

 
Messages:92
Registered:June 2010
Location: Germany

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]

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:2296
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

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:3307
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.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


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

 
Messages:275
Registered:December 2012
Location: exUSSR
Is it possible to capture and interrogate Alma General?
Game freezes when handcuffs applied
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

 
Messages:133
Registered:April 2015
Location: Italy
Game crashes every time you try to capture any special NPC, so Alma general is among them
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:3307
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]




Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


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

 
Messages:275
Registered:December 2012
Location: exUSSR
Thanks, Flug.

Does It mean only Alma General can be captured?

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

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:2296
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

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

 
Messages:271
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?
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:3307
Registered:April 2009
Location: Germany
Well, are you interrogating them?



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


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

 
Messages:271
Registered:February 2011
Oh yes, sorry^^ Of course, I have Bull set to "Interrogate Officers"
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:3307
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.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


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

 
Messages:271
Registered:February 2011
Will do, thank you!
Re: New feature: Take prisoners, interrogate them[message #352515 is a reply to message #347958] Thu, 22 February 2018 21:14 Go to previous message
Flugente

 
Messages:3307
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.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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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