Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Equip militia with guns/armour/etc.
New feature: Equip militia with guns/armour/etc.[message #315664] Sat, 23 February 2013 19:20 Go to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Equip militia with guns/armour/etc.

Hi,

while answering why Feature Request: Equiping Militia through salvaged weapons/armor/etc is not doable, I realised it might be doable after all. So I did.

This feature allows you to equip militia. To be precise, militia will simply take its items from the sector inventory instead of generating it according to the xmls.
This allows you to give them gear that is way above what they would normally get - but this also means that if you don't provide any gear, then the militia wont have any. Plus any gear they use, you cannot use at the same time(duh...).

Simply activate this feature, drop gear in a sector, and spawn militia there. If you enter this sector (tactical), you will see that the militia uses your stuff. But in the strategic map, the gear isn't there any more, as the militia took it. If you leave the sector, they will put it back.
You can also 'inspect' militia in tactical, this will cause them to drop all gear they took from the sector.

As people will propably demand it anyway (because they cannot handle 'real' logistics Smile ), one can finetune which parts of militia gear should still be generated randomly, and which ones are taken from the sector.

Note that this feature requires you to support your militia. If you do not restock their ammo, they will eventually run dry. The amount of ammo militia takes can be determined by the ini settings (MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN ff). This is used to determine the optimal amount of ammo a gun 'requires', if there is less ammo, we can still take it, but its less likely. As a result, the militia will likely prefer a 1911 with 100 bullets over an M16 with 10 bullets.

As you might be afraid that the militia will take your best ammo and use it uselessly, you can forbid it from using certain items. Open the sector inventory and leftclick on an item while holding 'TAB'. This toggles it, if the colour is green, the militia will not take this item from the sector (it can still steal it in tactical though). This even works in sectors where you currently have no mercs. With MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS set to TRUE, this can be finetuned even more to forbid items for specific militia classes.

Ini settings:
Toggle Spoiler


A few demo pics:
http://i49.tinypic.com/2je4dh4.jpg
We drop a few M4's, spectra vests, steel helmets and M79's in drassen mine and train militia...

http://i48.tinypic.com/23kx9v5.jpg
... and the militia takes those items when we are in tatical...

http://i47.tinypic.com/2mbs7n.jpg
Of course, those items are gone in strategic.

http://i47.tinypic.com/30vby83.jpg
With such an improvement, the green militia is rather helpful, even in autoresolve.

http://i49.tinypic.com/14kejwk.jpg
Drop militia gear with this. No, I dont care about the box being to short, as our dialogue system is a pain.

http://i47.tinypic.com/ml01v6.jpg
We train mobiles in a neighbouring sector, they take this along.

http://i49.tinypic.com/20h95i0.jpg
And pretty much own a patrol twice their size with it.

http://i50.tinypic.com/rj1jet.jpg
Items with a turquoise overlay will not be selected by green militia.

http://i40.tinypic.com/20jl5cx.jpgNew (6026): Any militia can pick up the PMM. The commando has a turqoise layer and can not be equipped by green militia. The purple HK53 can only be equipped by Elite militia, while the MP5 is taboo for all of them. This state is even retained after they drop it again (so an Elite-only sniper rifle stays elite-only).

This is in the trunk since r5869/GameDir r1606.

wARNING: THIS WILL BREAK SAVEGAME COMPATIBILITY!

[Updated on: Sat, 27 April 2013 03:03] by Moderator



Re: New feature: Equip militia with guns/armour/etc.[message #315666] Sat, 23 February 2013 19:45 Go to previous messageGo to next message
Hazapuza

 
Messages:263
Registered:February 2009
Location: Finland
Well, that was fast. And awesome.

:bow:

[Updated on: Sat, 23 February 2013 19:46] by Moderator

Re: New feature: Equip militia with guns/armour/etc.[message #315667] Sat, 23 February 2013 20:11 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
:super:
Thx for doing this.
Flugente
As people will propably demand it anyway (because they cannot handle 'real' logistics Smile ), one can finetune which parts of militia gear should still be generated randomly, and which ones are taken from the sector.

1. Just to make sure:
For any 'MILITIA_USE_SECTOR_EQUIPMENT_x = FALSE' this type of equipment gets spawned in militia's inventory according to the current rules (randomness, progression etc.)?

2. So if i e.g. wanted militia to not use grenades at all, i had to set this to true in ini and "disable" all nades in a given sector?

Quote:
As you might be afraid that the militia will take your best ammo and use it uselessly, you can forbid it from using certain items. open the sector inventory and leftclick on an item while holding 'TAB'. This toggles it, if the colour is green, the militia will not take this item from the sector (it can still steal it in tactical though). This even works in sectors where you currently have no mercs.


3. Was this default (militia uses everything unless explicitly forbidden) chosen by some coding/programming restrictions?
Because it might be less "work" for players, who really wants to control what militia uses, if default was other way round; player has to explicitly enable everything militia may use.
(Assuming that players who do not want to control this perhaps tend to just not use this feature at all anyway)
Re: New feature: Equip militia with guns/armour/etc.[message #315668] Sat, 23 February 2013 20:37 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
Sam_Hotte
3. Was this default (militia uses everything unless explicitly forbidden) chosen by some coding/programming restrictions?
Because it might be less "work" for players, who really wants to control what militia uses, if default was other way round; player has to explicitly enable everything militia may use.
(Assuming that players who do not want to control this perhaps tend to just not use this feature at all anyway)
The game has also conditioned us for years that items with overlay = don't touch. So it would probably be more natural/consistent/whatever to mark the items they are allowed to take (in other words, the ones you should leave alone lest you disarm your own militia).
On the other hand, which one is faster/less work for the player depends a lot on how you organize your global inventories.
If you leave only the militia stuff behind and cart off the rest, 'default = take' means less clicking. In any sector where 'stuff you wanna keep' >> militia stuff, 'default = hands off' would mean less effort.


Re: New feature: Equip militia with guns/armour/etc.[message #315669] Sat, 23 February 2013 21:13 Go to previous messageGo to next message
Uriens

 
Messages:330
Registered:July 2006
Thanks for doing this. :cheers:

DepressivesBrot
The game has also conditioned us for years that items with overlay = don't touch. So it would probably be more natural/consistent/whatever to mark the items they are allowed to take (in other words, the ones you should leave alone lest you disarm your own militia).
On the other hand, which one is faster/less work for the player depends a lot on how you organize your global inventories.
If you leave only the militia stuff behind and cart off the rest, 'default = take' means less clicking. In any sector where 'stuff you wanna keep' >> militia stuff, 'default = hands off' would mean less effort.


Well, personally, since I haul everything to one sector (usually Drassen Airport) it would have lots of clicking in it. Everywhere else I'd be more then fine with the defaults.

Oh, and I love side effect of no longer having clepto... I mean greedy militia steal your stuff. This time even if they take something, you still get it back after the fight. I just love it.
Re: New feature: Equip militia with guns/armour/etc.[message #315670] Sat, 23 February 2013 23:55 Go to previous messageGo to next message
lockie

 
Messages:3928
Registered:February 2006
Location: Scotland
Flugente , could your skills extend to lighting ingame ?
Cause , you can do everything else ! Very Happy


Re: New feature: Equip militia with guns/armour/etc.[message #315671] Sun, 24 February 2013 00:02 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
It's not so much a question of skill with that guy, rather with formulating an interesting enough problem to intrigue him and hold his attention long enough that he's halfway done solving it and turning it into a feature before he even notices ^^


Re: New feature: Equip militia with guns/armour/etc.[message #315673] Sun, 24 February 2013 03:46 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Sam_Hotte
:super:
Thx for doing this.
Flugente
As people will propably demand it anyway (because they cannot handle 'real' logistics Smile ), one can finetune which parts of militia gear should still be generated randomly, and which ones are taken from the sector.

1. Just to make sure:
For any 'MILITIA_USE_SECTOR_EQUIPMENT_x = FALSE' this type of equipment gets spawned in militia's inventory according to the current rules (randomness, progression etc.)?

Yes. In the special case that MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE and MILITIA_USE_SECTOR_EQUIPMENT_AMMO = FALSE, ammo fitting to the gun will be spawned according to the randomness rules. However this ammo will not spawn when militia drops inventory, to forbid an otherwise obvios exploit. This incldues the gun itself, the gun will drop empty.

Sam_Hotte

2. So if i e.g. wanted militia to not use grenades at all, i had to set this to true in ini and "disable" all nades in a given sector?

Yes. Apart from grenades they steal from the sector, this is a pretty definite way to forbid militia grenade use.
Sam_Hotte

Quote:
As you might be afraid that the militia will take your best ammo and use it uselessly, you can forbid it from using certain items. open the sector inventory and leftclick on an item while holding 'TAB'. This toggles it, if the colour is green, the militia will not take this item from the sector (it can still steal it in tactical though). This even works in sectors where you currently have no mercs.


3. Was this default (militia uses everything unless explicitly forbidden) chosen by some coding/programming restrictions?
Because it might be less "work" for players, who really wants to control what militia uses, if default was other way round; player has to explicitly enable everything militia may use.
(Assuming that players who do not want to control this perhaps tend to just not use this feature at all anyway)

I see it differently: Apart from your HQ, player's will propably only leave behind what they want to give to the militia anyway. Perhaps apart from restock for their nearby combat squads. Thus it is way easier to block those few items. Otherwise you'd always have to manually 'unlock' their gear - which sucks for dozens of sectors with each 20+ militias.
Note that as the items militia selects will be returned to the inventory after your unload the sector, it isn't that much of a problem if militia picks one of your ultracool guns - it is returned to you anyway.

Note that one can not exploit this feature by setting it off, spawning militia, saving+exiting the game, turning on the feature, and then taking free guns upon unloading the sector. The militia remembers which items it took from your inventory and will only put those back.
However, this also applies to items they steal in tactical, they are still lost.

[Updated on: Sun, 24 February 2013 04:42] by Moderator



Re: New feature: Equip militia with guns/armour/etc.[message #315679] Sun, 24 February 2013 08:48 Go to previous messageGo to next message
Deane

 
Messages:62
Registered:January 2010
Will they touches stuff from BR then? I usually buys my stuff in bulks .. then after opening the crates.. do I have to manually mark them so they dont touch them?
Re: New feature: Equip militia with guns/armour/etc.[message #315680] Sun, 24 February 2013 09:37 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
They are normal items as soon as you open the crate.


Re: New feature: Equip militia with guns/armour/etc.[message #315682] Sun, 24 February 2013 14:01 Go to previous messageGo to next message
mr_clark

 
Messages:46
Registered:December 2011
Location: Potsdam, Germany
Interesting. You really are making the game into a "Logistics Simulator" with this and food/drink etc. Wink


Reading this, and thinking a little about it, one feature is missing (I think): Be able to train a well equipped militia unit consisting of only 20 'blue' militas for one "city".

These then could hold their groung against a similar number of Enemies and one wouldn't have a city with 60 (green) militiamen who are just dying trying do defend against anyone.

Is it possible to train 'blue' militia without 'filling' a city with greens before? I don't know but could one enable/disable city sectors, allowing "bulk training" of one or two 'blue' units that can be well equipped? It's always kind of bothering me that I have to have 100 Milita in Cambria and 100 Milita in Grumm before I can improve their training...

(Or maybe there is already such a feature and I am missing it Wink)
Re: New feature: Equip militia with guns/armour/etc.[message #315685] Sun, 24 February 2013 14:59 Go to previous messageGo to next message
lockie

 
Messages:3928
Registered:February 2006
Location: Scotland
Quote:
It's not so much a question of skill with that guy, rather with formulating an interesting enough problem to intrigue him and hold his attention long enough that he's halfway done solving it and turning it into a feature before he even notices ^^


Aha , so telling him fixing dynamic lighting would help world famine , think that would work ? Smile


Re: New feature: Equip militia with guns/armour/etc.[message #315687] Sun, 24 February 2013 15:37 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Deane
Will they touches stuff from BR then? I usually buys my stuff in bulks .. then after opening the crates.. do I have to manually mark them so they dont touch them?

As DepressivesBrot says, once you open the crate, these items can be accessed normally, and thus can also be picked by militia. Items that are still in crates/furniture/whatever are not yet reachable, thus they cannot be accessed by militia. Rule of thumb: if you can see an item in strategic inventory and access it, the militia can too.

As this question will propably come up anyway soon, here's how militia selects an item:
We loop over all items in the sector that are reachable and no 'taboo' for militia. Every item of a category we search for (helmets, guns, grenades etc.) gets a fitness value. For everything except guns/launchers, we simply pick the item with the highest value at the end.
For guns/launchers, we only do that if we find enough ammo, otherwise we do a second loop and re-evaluate - this time multiplying a gun's fitness with number of bullets found/number of optimal bullets.

How does this fitness function work? This is how (pseudocode):
Toggle Spoiler

An item only has to compete with other items of that same category, naturally.
While I know that this only a very short and debatable way of selection (we have entire threads dedicated to the question wether a gu is better than another gun), this is enough imho to make the militia select fitting gear for its purpose.


Re: New feature: Equip militia with guns/armour/etc.[message #315688] Sun, 24 February 2013 15:40 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
It's rather easy: if you disagree with the militia's choice of weapons, remove that choice (by tagging it or hauling it off to your base/Tony)


Re: New feature: Equip militia with guns/armour/etc.[message #315689] Sun, 24 February 2013 15:58 Go to previous messageGo to next message
Uriens

 
Messages:330
Registered:July 2006
How does this go with militia skill traits. Will ambidextrous militia pick 2 one handed weapons? Will snipers choose snipers over other weapons?
Re: New feature: Equip militia with guns/armour/etc.[message #315690] Sun, 24 February 2013 16:07 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
The game picks traits according to items, not the other way around. So any militia that ha a sniper rifle has a chance to get the sniper trait, any militia with a GL can get the heavy weapons trait, and so on. I currently only spawn one gun per militia (during the spawning function I do not know how many more there'll be), so atm militias wont get two handguns. However, they still get the ambi-skill.


Re: New feature: Equip militia with guns/armour/etc.[message #315693] Sun, 24 February 2013 17:18 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
Mr_Clark
Is it possible to train 'blue' militia without 'filling' a city with greens before? I don't know but could one enable/disable city sectors, allowing "bulk training" of one or two 'blue' units that can be well equipped? It's always kind of bothering me that I have to have 100 Milita in Cambria and 100 Milita in Grumm before I can improve their training...

I'd see a workaround for this: Do not train stationary militia at all but rather train mobiles right away and have them garrison the town (with help of according militia restrictions in options.ini).
This way you would have just a few, expensive but well trained guys defending the town without spamming the town with greens ... Smile

Flugente
How does this fitness function work? This is how (pseudocode):
[..]
else (face item )
{
  if (gasmask)
    return status
  else if (hearingbonus)
    return hearingbonus
  else if (nighttime)
    return nightvisionbonus
  else
    return dayvisionbonus
}

Just noticed that mods like AIMNAS may have gasmask with integrated visionbonus. So perhaps it might be necessary to have a combined check for this?

Quote:
else
  return coolness * status

Is this last check about everything or restricted to fighting equipment like nades? Could they also pick up e.g. tool kits?

About allowing/disallowing items to militia:
Maybe there could be a button or similar in sector inventory like 'disable everything for militia' or something like this to prevent them from equiping at all when player enters sector in tactical in peace time to interact with merchants, quest related NPCs, recruit RPC etc.?
Re: New feature: Equip militia with guns/armour/etc.[message #315694] Sun, 24 February 2013 17:29 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
There are already ini settings that allow a trainer's ability to influence the number and quality of the militia trained. With a good enough merc, it should already be possible to train regulars right away.

The selection function is very simple, and I do not want to fit it for every combination that a modder thinks of.

The last check is performed for every other item we are interested that does not fit any of the other checks. Militia only cehck for armour, guns/launchers, face items, melee weapons, grenades and ammo. The rest is not checked, because it is irrelevant.

If you look at the first post, you will see that such a button already exists.


Re: New feature: Equip militia with guns/armour/etc.[message #315695] Sun, 24 February 2013 17:43 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
Thx for explaining, Flug. Smile

(must have overlooked the said button in strategical in the pics, sorry)
Re: New feature: Equip militia with guns/armour/etc.[message #315696] Sun, 24 February 2013 17:53 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
DepressivesBrot

If you leave only the militia stuff behind and cart off the rest, 'default = take' means less clicking. In any sector where 'stuff you wanna keep' >> militia stuff, 'default = hands off' would mean less effort.

Very true. That's why i thought a possibility to toggle everything off (forbid for militia) at once in sector inv strategical might be a good idea (but that's already in as i understood now, so another 'thumbs up' Smile )
Re: New feature: Equip militia with guns/armour/etc.[message #315703] Sun, 24 February 2013 18:53 Go to previous messageGo to next message
Slax

 
Messages:1446
Registered:July 2006
Location: People riding polar bears...
Switchblades and leather jackets for everybody. Tunnel snakes rule!

Re: New feature: Equip militia with guns/armour/etc.[message #315766] Wed, 27 February 2013 03:22 Go to previous messageGo to next message
Lord Leperman

 
Messages:31
Registered:February 2006
I noticed that once you give the militia weapons, they don't carry them over to the next fight when you call them up for reinforcements on the next part of town. It's kinda disheartening when you give them decked out goods only to lose them in the next round. The work around is you have to have the militia drop all weapons and armor before you move them to the next sector.

I haven't tried with mobile militia, but I assume it might be the same.
Re: New feature: Equip militia with guns/armour/etc.[message #315767] Wed, 27 February 2013 03:32 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
I'm not sure I understand... when militia join combat from neighbouring sectors, they take gear from that sector when they enter the fight.

Mobile militia are a bit different. Their initial gear is taken from the sector they were trained from - that gear is moved to their sector. Whenever they move/reinforce, they take gear along to their new sector. So mobile militia in fact has inventory - they simply move along a bit of the sector inventory.

What part of this does no seem to work?


Re: New feature: Equip militia with guns/armour/etc.[message #315768] Wed, 27 February 2013 04:45 Go to previous messageGo to next message
Lord Leperman

 
Messages:31
Registered:February 2006
Sorry I wasn't clear. Here's what I did in order:

-Trained green militia in Drassen(.ini setting at 4).
-Ordered equipment from BR for militia.
-Opened shipping box so militia can access it.
-Attacked 2nd Drassen sector, militia took gear from the airport and have them equipped on the 2nd sector.
-2nd sector won, and some recruits got promoted.
-Invaded 3rd sector of Drassen(Mine district)and called for militia reinforcements.
-Noticed that militia weren't armed with anything anymore.
-Checked inventory areas in the first 2 sectors, all the gear I purchased for the militia is gone. Basically, the gear disappeared.

The same thing happens when militia already took the gear.
-Militia "A" takes M16 to defend sector.
-Sector won, and militia A has M16 equipped.
-Go to next sector, same militia doesn't have M16
-M16 is also missing from the inventory of the sector he came from.

The only work around I found is to have the militia drop all their gear after every battle, so they will be able to take the gear again when going to the next battle. The game doesn't seem to remember what exact gear the militia was carrying before going to the next battle unless you have them drop the gear first.

I guess what I want to know is, does the game remember what gear each militia is carrying throughout the game and not just on a battle-per-battle basis?

Oh, btw. I love this new mod of yours. I've been dreaming of having arm my militia by myself. Thanks for making this dream come true Very Happy

[Updated on: Wed, 27 February 2013 05:02] by Moderator

Re: New feature: Equip militia with guns/armour/etc.[message #315776] Wed, 27 February 2013 21:23 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Ah, now I see. The error is this: when moving to the next sector in strategic screen, we somehow unload the current sector differently. As a result, my function that causes militia in the current sector to drop any equipment they took is not called, and their stuff gets lost.

However, if you go to the next sector in tactical (go to edge of sector and manually go to next sector), everything works fine... which is exactly what I did in my tests Smile

Should be easy to fix, I'll report after dinner.

Edit: Fixed in r5878.

Lord Leperman
I guess what I want to know is, does the game remember what gear each militia is carrying throughout the game and not just on a battle-per-battle basis?
That would be theoretically possible, but would be very bad for reasons discussed in Feature Request: Equiping Militia through salvaged weapons/armor/etc. We do not know any soldier (except our own 32) outside of the current sector, and changing that leads to numerous headaches. The solution I did here is much simpler and friendlier on resources.

[Updated on: Wed, 27 February 2013 21:54] by Moderator



Re: New feature: Equip militia with guns/armour/etc.[message #315777] Wed, 27 February 2013 22:23 Go to previous messageGo to next message
Marlboro Man

 
Messages:1259
Registered:October 2005
Location: USA
@ Flugente

This looks fantastic. Where were you 10 years ago when we needed you. (lol)

Great work Wink

MM


Re: New feature: Equip militia with guns/armour/etc.[message #315780] Thu, 28 February 2013 03:09 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Enjoying the TBOA mod, if I recall correctly Smile

Update: I improved the militia item selection functions (r5880). Most significant is the elimination of the need to create ammo crates and unload guns while selecting items - your inventory will look less changed. Also improved the GL selection methods (there could be rare instances where they could be ignored).

What might be helpful in combat is that the first magazine in a gun stays on selection - meaning that one can finetune at least the first mag the militia uses (after that ammo is picked according to the ammotype xml, which puts ball ammo in the uncomfortable first slot). This is even taken into the fitness function - this means that an M4 with match ammo will rate slightly better than a M4 with AP ammo, for example.


Re: New feature: Equip militia with guns/armour/etc.[message #315807] Fri, 01 March 2013 14:34 Go to previous messageGo to next message
sikiter

 
Messages:11
Registered:December 2010
hi guys. i can't figure out how to do this. i was a big fan 1.13 mod. i was playing aimnas, 3-4 month ago. than i saw this post. i try to make it but i can't. please explain this for me. can i play this feature an spy mod in aimnas? and how????

sorry about my poor english.

[Updated on: Fri, 01 March 2013 14:37] by Moderator

Re: New feature: Equip militia with guns/armour/etc.[message #315808] Fri, 01 March 2013 14:53 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
Welcome to the pit.

No you cannot have this with AIMNAS unless newer version of AIMNAS incorporating this might be published (perhaps another easter release might come soon?).

To have this (and spies and everything Flugente has committed yet) with plain 1.13 to beta-test it, just get newest SCI from Depri (link in my Sig) as soon as he has done one having version 5880 or above.

[Updated on: Fri, 01 March 2013 14:53] by Moderator

Re: New feature: Equip militia with guns/armour/etc.[message #315819] Fri, 01 March 2013 19:54 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
Serkant - The newer exe's that support new features also broke compatibility with many mods. You currently can't play AIMNAS with these new features, not yet.

However, the newest version of Arulco Folding Stock (AFS) should be compatible, and it has an extended arsenal too, you may want to try that.

I don't remember if you need to change anything to make AFS work on newest exe, and I'm not at my game machine right now. Check the AFS sub forum, they should be able to help.
Re: New feature: Equip militia with guns/armour/etc.[message #315824] Fri, 01 March 2013 20:54 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
There were a few changes on the xml structure since the AIMNAS XMAS release (a lot of xmls were moved to other folders). Apart from that, I don't know of anything that would prevent playing AIMNAS with the newest exe - you just have to move the data correctly, and update a few files (JA"Options.ini etc.).


Re: New feature: Equip militia with guns/armour/etc.[message #315866] Sun, 03 March 2013 05:33 Go to previous messageGo to next message
Rednight

 
Messages:103
Registered:April 2004
Location: United States
I've been away from the forum and JA2 for awhile, but now I wish I hadn't. This is an amazing improvement so many of us wanted. I mean in my last game I had piles of arms in some sectors. This is a great feature can't wait to give it a try.
Re: New feature: Equip militia with guns/armour/etc.[message #315942] Tue, 05 March 2013 02:36 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Info: Over the last few days, quite a few fixes were made, most significant in the the prisoner system and the militia equipment feature. If you want to use those features, I strongly advise using the newest exe. Just ask your nearest SCI distributor Smile.


Re: New feature: Equip militia with guns/armour/etc.[message #315947] Tue, 05 March 2013 08:23 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
Yes, I was noticing some glitches in both self-equipped militia and prisoner management, but the newer exe fixed both. Thank you again.
Re: New feature: Equip militia with guns/armour/etc.[message #316049] Thu, 07 March 2013 20:58 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
This is a great feature really adds some new roleplay and strategic aspects to the game, always wanted to equip my own little army =)

But now let's see if I got this right.
For my town militia I basicly need a militia armory so to speak in every town sector, while the mobile militias I train take the equipment from the town sector I trained them in and they keep the equipment they took from there until they get killed or I order them to drop that stuff, right?
But wouldn't it make things easier if the town militia would behave likewise? Then there would be no need to drop 15 AR's, Helmets, Vests and ammo in every town sector for example.
And another question, when the Mobiles run out of ammo will they restock in the sector they're currently, given that there is matching ammo for their respective guns?
Re: New feature: Equip militia with guns/armour/etc.[message #316051] Thu, 07 March 2013 21:15 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Zombiehunter
This is a great feature really adds some new roleplay and strategic aspects to the game, always wanted to equip my own little army =)

But now let's see if I got this right.
For my town militia I basicly need a militia armory so to speak in every town sector, while the mobile militias I train take the equipment from the town sector I trained them in and they keep the equipment they took from there until they get killed or I order them to drop that stuff, right?

Mostly right. Mobiles take gear from the sector they were trained in, and whenever mobiles move, they take gear from the sector they were to the sector they are going. This isn't necessarily the same gear. If a .38 armed mobile travels to a sector with an M16, he'll switch to the M16 (provided there is enough ammo of course). So in a way, they are always looking for better gear to restock.

Zombiehunter
But wouldn't it make things easier if the town militia would behave likewise? Then there would be no need to drop 15 AR's, Helmets, Vests and ammo in every town sector for example.

The problem here is that one can redistribute militia in towns, and it would be relatively weird codewise to move gear from here to there, and back, and whatnot. This would also cause headaches if you redistribute militia from your HQ town sector if that one is currently loaded, and you forgot to command them to drop all - they would move gear, which would frustrate player's who forgot about this Smile

Note that if they reinforce in combat, even town militia still take gear along, which is a major point of this.
Zombiehunter
And another question, when the Mobiles run out of ammo will they restock in the sector they're currently, given that there is matching ammo for their respective guns?
Yes, see first answer.


Re: New feature: Equip militia with guns/armour/etc.[message #316055] Thu, 07 March 2013 22:46 Go to previous messageGo to next message
Zombiehunter

 
Messages:185
Registered:March 2011
Location: Franconia, Germany
Ah okay thanks that would answer my questions I guess :ok:
I guess then I will be just training Mobiles and use them as town defence aswell Very Happy
Re: New feature: Equip militia with guns/armour/etc.[message #316261] Thu, 14 March 2013 22:38 Go to previous messageGo to next message
jmenya

 
Messages:5
Registered:March 2013
have met a bug - part of equipment disappearing after battle, when some of militia promoted to regulars/veterans. Seems to me that this happens with equipment of promoted guys - number of disappeared guns is same. Checked 4 times. Merks were involved in these battles, no autoresolve.
Re: New feature: Equip militia with guns/armour/etc.[message #316263] Thu, 14 March 2013 23:40 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Not a bug. When militia gets promoted after battle, the game deletes them (they drop their gear while doing that) and spawns new militia, according to the new rank (they chose their gear again). This is done for all militia, including those that weren't promoted. It is very likely that the gear you are looking for is worn by the new militia.


Re: New feature: Equip militia with guns/armour/etc.[message #316268] Fri, 15 March 2013 00:48 Go to previous messageGo to previous message
jmenya

 
Messages:5
Registered:March 2013
Unfortunately no.. Situation is following: 10 green miliita in drassen. armed with 10 colts commando. Autobattle - 9 dead, all commando remains. Battle together with merks (tactical) - 1 dead, 2 promoted to regulars. After battle in inventory 8 commando. re armor and other i dont know - too much in inventory to check. Same happened already 3 times, i have only drassen, only 10 millitia and very bad choose of weapons. so noticed subject problem quickly - could not arm some merks after battle, as their main weapons were provided to militia and dissapeared. .exe 5917, 1620.
and yes - i checked. first inspected militia, than moved to different sector (to be sure).

[Updated on: Fri, 15 March 2013 00:52] by Moderator

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