Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Headquarters sector
Headquarters sector[message #313746] Mon, 31 December 2012 18:45 Go to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
HQ FEATURE

WHY?
To get prepared for your mission (many new v1.13 game-options):
- improve initial gear with BR shipments (e.g. food, clothes, & inadequate LBE or medical equipment)
- learn new skills (2 max? - there seems to be place for 2 and it keeps limitations while it allows improvement)
-...

HOW?

optional boolean in ini-editor
TRUE/FALSE

If FALSE: normal gameplay
If TRUE: HQ feature

NECESSARY CHANGES

- starting time: "??Confused?" (undefined, 1 day before game starting time)
- starting sector: "HQ" (off-map, basement sector)
- hired mercs (MERC, AIM, IMP) go to HQ
- in HQ-sector a civilian welcomes you with a general text like: "Welcome to headquarters. Here you can get prepared before you start your mission."
- game starts as soon as at least 1 merc exits HQ-sector (takes 1 day)
- option in contract panel "return to HQ" (takes 1 day)
- sector-image on the strategical screen to select HQ-sector, labelled "HQ" (suggested place is left above the map)
- when merc's contract is finished, gear can be left in HQ-sector instead of "starting sector"
- BR available at ??Confused?
- BR delivery time: ??Confused?
- BR destination: HQ
- "learn skill" in strategical panel
- skills added in personnel file on laptop
- actual addition of skill to merc performances

extra skills are available to be learned in HQ if:
- mercs proved their worth (qty of kills/battles, etc.)
- mercs have necessary minimum stats for the skill
- mercs wages are paid (costs are: time/merc wages, e.g. 1 week for normal, 2 weeks for expert skills)

I am not a coder and I would appreciate opinions or suggestions. Help is very welcome, in fact I can only give the idea and help in the graphics or with a sector. Furthermore, I don't want to interfere with other people who are making changes in this area.

I will post pics later (like an example of a HQ-sector which I have already created). I repeat: I have no adequate knowledge of coding. If somebody is interested in this, let me know.

[Updated on: Mon, 31 December 2012 18:57] by Moderator

Re: Headquarters sector[message #313749] Mon, 31 December 2012 19:25 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Hi,

seems someone played a bit X-COM, eh? Smile

A HQ sector that would be outside of the normal map is practically impossible codewise. Easier way would be to use a lvl3-underground sector without connection to anything, and to somehow teleport soldiers to and from it. Of course, you'd then a trusty, easy-to-use teleport system for this. While there are debug functions that allow sector teleports, you'd have to find a way to do that ingame without using cheats.

How would mercs then enter Arulco storywise?

One can already have extra skills via ini settings (up to 30+x). Learning skills ingame is not possible at the moment, but is possible code-wise. This is a separate idea in my view (who knows, Sandro might even be working on this as we speak Wink ).

My personal problem with this is that, for me personally, setting up my HQ in Arulco is a very important part of gameplay. I enjoy selecting a location out of the alternatives, thinking of ways to defend it, then setting supply routes to merchants and the airport, setting up the repair dudes. A remote HQ that has direct BR access and that the enemy cannot enter, and that never has to be captured in the first place, would take a significant part of gameplay away for me... The only mercs in Arulco would be combat mercs, with my support dudes safely tucked away in netherland.



Re: Headquarters sector[message #313751] Mon, 31 December 2012 19:53 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Thanks, I understand... Your view on this has been very helpful and gives me another view of the matter. I used to play games starting as merc alone and starting with no initial equipment, but on the otherhand I also started some more difficult games with mercs while I cursed their inadequate starting equipment.

Haha, you are right, I used to be a great X-com fan (the older versions) long before I played Jagged Alliance games. Anyway, I also used to play mainly with combat mercs and only recently found use for the weaker mercs like for transport lines.

Anyway, I must admit the idea was weak..


By the way, the water drums are a nice asset to the headquarters Wink
Re: Headquarters sector[message #313752] Mon, 31 December 2012 19:59 Go to previous messageGo to next message
Shanga

 
Messages:3516
Registered:January 2000
Location: Danubia

It's more "mod specific" than a general 1.13 feature imho. X-com mod like. Setting delivery to a random sector works already from ini, right? Make an HQ map and set that as HQ.. bingo.


Re: Headquarters sector[message #313757] Tue, 01 January 2013 02:24 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Yes, maybe you're right, Shanga. Stupid to put so much work in it when you can have an easy alternative, I guess. Thanks, mate Wink
Re: Headquarters sector[message #313768] Tue, 01 January 2013 18:32 Go to previous messageGo to next message
winehouse

 
Messages:92
Registered:October 2012
One could change the demoville sector, (Is it P2?), into a base for the mercs. The base could have multiple teleport points to different sectors. Distinguishing which portals go where could be done via new sti signs, such as the one that says arulco. It isn't hard to do and in fact some examples have been semi-done in many mods, Arulco Revisited being the newest.

1) - starting time: "??Confused?" (undefined, 1 day before game starting time)
Possible
Via ini edits. It wouldn't be before game time, but it would be at your base (P2).

2) - starting sector: "HQ" (off-map, basement sector)
Possible
Via ini edits. (P2)

3) - hired mercs (MERC, AIM, IMP) go to HQ
Possible
Via ini and arrival icon in strategic screen

4) - in HQ-sector a civilian welcomes you with a general text like: "Welcome to headquarters. Here you can get prepared before you start your mission."
Possible
Change some edts for a few civilians for that (Unique) sector.

5) - game starts as soon as at least 1 merc exits HQ-sector (takes 1 day)
Possible
This could be simulated via laptop modification. New webpages are easily created via sti edits.

6) - option in contract panel "return to HQ" (takes 1 day)
Code change
Maybe it would send merc on the closest path to the nearest teleport point that goes back to the base. Then you would have to manually teleport to the base (P2). This would be longer than one day though.

7) - sector-image on the strategical screen to select HQ-sector, labelled "HQ" (suggested place is left above the map)
Possible
Easily changed via sti edits.

Cool - when merc's contract is finished, gear can be left in HQ-sector instead of "starting sector"
Possible
Leave gear in base(Drassen) upon catching flight? Has that been externalised?

9) - BR available at ??Confused?
Possible
Quest change (Lua editor?) The Drassen food quest would be altered.

10) - BR destination: HQ
Possible
Arulco Revisited can be a reference point

11) - "learn skill" in strategical panel, skills added in personnel file on laptop, actual addition of skill to merc performances
Code change
Talk To Sandro or be on the lookout for S.T.O.M.P.2.0


Most of what you want doesn't require coding. It just looks like you have a brand new mod to start building. With the tools available, and some willing learning from your part, you could make this yourself.

[Updated on: Thu, 05 July 2018 07:17] by Moderator

Re: Headquarters sector[message #313773] Wed, 02 January 2013 01:48 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Thanks for the answers, Winehouse. I think I understand most of your reasoning. I'm not going to make a mod on my own (yet). I can do some sti's or maps, no problem, I did some very mediocre faces in the past too, some lousy audio files, and worse interface Razz, but I'm not ready (yet) to go for such a project as you refer to. Anyway, the idea of a headquarters is there now. Maybe somebody else can use it if they consider it important. I've had other ideas in the past that have been partly realised by others. I'll probably make a mod one day, based on the things I just mentioned, but it will be super-compatible to v.1.13, as I think it is too valuable and as I don't know a lot about coding, I will stick to the .exe file then. Anyway, if I'll ever start with such a project, it will wait for a while.

Btw, I've talked to Sandro. S.T.O.M.P 2.0 won't be for the near future, I'm afraid.
Re: Headquarters sector[message #315573] Tue, 19 February 2013 05:13 Go to previous messageGo to next message
max_da_killah

 
Messages:10
Registered:February 2010
Flugente
How would mercs then enter Arulco storywise?
Well, our mercs must have meet, equipped themselves and been briefed somewhere before they got into that chopper to Omerta.
This unspecified assembly and (de-)brifing area is already hinted and would serve this purpose pretty well.

Flugente
A HQ sector that would be outside of the normal map is practically impossible codewise. Easier way would be to use a lvl3-underground sector without connection to anything, and to somehow teleport soldiers to and from it. Of course, you'd then a trusty, easy-to-use teleport system for this. While there are debug functions that allow sector teleports, you'd have to find a way to do that ingame without using cheats.
Now teleporting would be really break the story.
I would imagine something like this:
  • hire my mercs/imps
  • order my stuff from BR
  • close laptop and see the location on the strategic screen indicated as "Assembly Area"
  • go tactical and find my squat and some creates with my stuff in some basement
  • maybe meet some nice NPC who ask if we're ready for the chopper ride
  • equip the team
  • click the stairs to exit the Assembly Area
  • the Chopper loadscreen appears and once it's finished loading the normal helo drop occurs

I don't see any need to ever come back but if it's decided that it should be possible to go back there, then i would desgin it so that it's tied to the availability of Skyraider (load the mercs that should go tho the assembly area into the chopper and press the home key [dunno if available] or some special location button on the map)

Flugente
My personal problem with this is that, for me personally, setting up my HQ in Arulco is a very important part of gameplay. I enjoy selecting a location out of the alternatives, thinking of ways to defend it, then setting supply routes to merchants and the airport, setting up the repair dudes. A remote HQ that has direct BR access and that the enemy cannot enter, and that never has to be captured in the first place, would take a significant part of gameplay away for me... The only mercs in Arulco would be combat mercs, with my support dudes safely tucked away in netherland.
That depends on the implemented travel times for the trip to the assembly area. I would suggest something like 18h flight time from Drassen Airport to the assembly area plus 24h mandatory R&R for Skyraider after the flight which would result in 2,5 Days turnaround time for the mercs and 3,5 for Skyraider. This would make the assembly area highly unattractive as "parking place" for mercs and gear and FHQs and LogPoints keep their significance.
Re: Headquarters sector[message #315575] Tue, 19 February 2013 08:59 Go to previous message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
Flugente
How would mercs then enter Arulco storywise?

Cardboard boxes in the back of trucks. Very Happy

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