Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Take prisoners, interrogate them
Re: New feature: Take prisoners, interrogate them[message #318064] Sat, 27 April 2013 15:34 Go to previous messageGo to next message
turtlemoviesco

 
Messages:18
Registered:April 2013
Location: UnitedStates
Can people in "dying" state be imprisoned, I mean after I cuff them, am I suppose to use my medical supplies to save them?

How do you guys normally get prisoners? (I would like to continue to use lethal force)
Re: New feature: Take prisoners, interrogate them[message #318067] Sat, 27 April 2013 15:57 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
probably, it's the other way round, heal them first and then handcuff ...
(You cannot execute a proper CPR on a victim with hands cuffed on his back Wink )
Re: New feature: Take prisoners, interrogate them[message #318068] Sat, 27 April 2013 16:44 Go to previous messageGo to next message
turtlemoviesco

 
Messages:18
Registered:April 2013
Location: UnitedStates
If I heal them first wont they just get up once I am done and shoot me in the face?
Re: New feature: Take prisoners, interrogate them[message #318072] Sat, 27 April 2013 16:55 Go to previous messageGo to next message
Flugente

 
Messages:3416
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.


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:2020
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?
Re: New feature: Take prisoners, interrogate them[message #318075] Sat, 27 April 2013 17:19 Go to previous messageGo to next message
Flugente

 
Messages:3416
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



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

 
Messages:18
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?
Re: New feature: Take prisoners, interrogate them[message #318081] Sat, 27 April 2013 17:36 Go to previous messageGo to next message
Flugente

 
Messages:3416
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.


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

 
Messages:3929
Registered:February 2006
Location: Scotland
If they can be recalled from the dead , we should be able to steal from them..... hee hee
. :diabolical:


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

 
Messages:3416
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:


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

 
Messages:3807
Registered:July 2009
As long as you don't sic PETA on the cow punchers Razz


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

 
Messages:3929
Registered:February 2006
Location: Scotland
And the stealing ?


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

 
Messages:3416
Registered:April 2009
Location: Germany
tststs, greedy people... Smile What for anyway? If they die, you get their equipment, if they are prisoners too...


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

 
Messages:3929
Registered:February 2006
Location: Scotland
If they die you rarely get their loot ! Anyway , stealing is huge fun if you do it right :devilaugh:


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

 
Messages:3929
Registered:February 2006
Location: Scotland
Do mean drop all is used with prisoners even if it's not turned on ?


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

 
Messages:3807
Registered:July 2009
Oh right, some players still equip the majority of their enemy's gear with warp displacement devices.


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

 
Messages:3416
Registered:April 2009
Location: Germany
Prisoners drop everything they are allowed to drop when they are removed from battle.


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

 
Messages:18
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

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

 
Messages:3416
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*)


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

 
Messages:18
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.
Re: New feature: Take prisoners, interrogate them[message #318277] Tue, 30 April 2013 20:14 Go to previous messageGo to next message
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.
Re: New feature: Take prisoners, interrogate them[message #318296] Tue, 30 April 2013 23:31 Go to previous messageGo to next message
Flugente

 
Messages:3416
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.



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

Re: New feature: Take prisoners, interrogate them[message #319243] Fri, 10 May 2013 03:13 Go to previous messageGo to next message
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.
Re: New feature: Take prisoners, interrogate them[message #319245] Fri, 10 May 2013 03:36 Go to previous messageGo to next message
Flugente

 
Messages:3416
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.


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

 
Messages:2833
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



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

 
Messages:3416
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.


Re: New feature: Take prisoners, interrogate them[message #321175] Thu, 30 May 2013 04:47 Go to previous messageGo to next message
Shad

 
Messages:75
Registered:July 2012
This is a pretty sweet feature. So how does it work? I saw the straps you can buy in the store. Is there a hot key to ask them to surrender, or... what? I don't see anything obvious in the game as to how this works, unless I'm missing something. I can't wait to try this out, this sounds so awesome. Very Happy
Re: New feature: Take prisoners, interrogate them[message #321183] Thu, 30 May 2013 09:20 Go to previous messageGo to next message
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"
Re: New feature: Take prisoners, interrogate them[message #321196] Thu, 30 May 2013 14:07 Go to previous messageGo to next message
Hazapuza

 
Messages:263
Registered:February 2009
Location: Finland
Drahadis
This is a pretty sweet feature. So how does it work? I saw the straps you can buy in the store. Is there a hot key to ask them to surrender, or... what? I don't see anything obvious in the game as to how this works, unless I'm missing something. I can't wait to try this out, this sounds so awesome. Very Happy

It's in the thread, but... ever tried to, you know, actually talk to the enemy?
Re: New feature: Take prisoners, interrogate them[message #321210] Thu, 30 May 2013 19:08 Go to previous messageGo to next message
Shad

 
Messages:75
Registered:July 2012
There's no need for that. I was just asking a harmless question. But thanks for the clue. I'll give it a try today.
Re: New feature: Take prisoners, interrogate them[message #321213] Thu, 30 May 2013 19:29 Go to previous messageGo to next message
Hazapuza

 
Messages:263
Registered:February 2009
Location: Finland
No problem. Just go through the threads before you ask. You get a much more accurate understanding of the various features if you read the original descriptions.
Re: New feature: Take prisoners, interrogate them[message #321223] Thu, 30 May 2013 21:42 Go to previous messageGo to next message
Flugente

 
Messages:3416
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.


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

 
Messages:83
Registered:January 2012
Location: Italy
Gooood!!!
Re: New feature: Take prisoners, interrogate them[message #322132] Thu, 27 June 2013 20:47 Go to previous messageGo to next message
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....
Re: New feature: Take prisoners, interrogate them[message #322136] Thu, 27 June 2013 21:30 Go to previous messageGo to next message
Flugente

 
Messages:3416
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.


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

 
Messages:3416
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.


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

 
Messages:32
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

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

 
Messages:3416
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.


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

 
Messages:64
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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