Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Equip militia with guns/armour/etc.
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Re: New feature: Equip militia with guns/armour/etc.[message #317645]
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Mon, 22 April 2013 15:35
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Aye Flugente. I've had militia not pick up gear at all in Drassen Airport once. Revision 6019. All I know is, my ammo was entirely stored in ammo crates and guns were unloaded. When an attack happened, the militia were unarmed. Most died.
Afterwards, I put ammo into some guns, changed crates to boxes and created magazines. When I was in tactical the next time, they all had guns and not only the loaded ones, they had also taken empty guns and created magazines out of the boxes (which is good).
Now I do not exactly know if ammo crates are the problem or if freshly trained militia doesn't equip gear if the sector doesn't get reloaded.
Edit: Trained militia in a freshly liberated sector (Drassen Mine) once more with plenty of guns and ammo spread everywhere; message showed they couldn't find guns to equip. I reloaded the sector and they could. It seems new militia suck at finding weapons. On reloading the sector, it works flawlessly.
[Updated on: Wed, 24 April 2013 03:46] by Moderator Report message to a moderator
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Re: New feature: Equip militia with guns/armour/etc.[message #318098]
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Sat, 27 April 2013 18:47
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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I don't know if my settings could have caused this. I specifically remember not having put the ammo in crates the second time to avoid the issue because I thought it might have been related. Playing with DROP_ALL, everything the garrison left behind was still there and I remember that it worked after reloading. Small amount of trained militia (5), high number of guns and ammo, all accessible, not blocked by game or me. The sector was still loaded when they were created, in both cases, this is all I know.
Anyway, if it cannot be recreated, I will see if it happens again and keep an eye on circumstances why this could be. Other than that, it can easily be solved by reloading the sector, I only have to remember it.
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Re: New feature: Equip militia with guns/armour/etc.[message #319918]
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Fri, 17 May 2013 13:33
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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Hey Bombrik. I'm not Flugente, evidently, but I'll try to assist with some questions.
1: I think Flugente stated that items used by militia do not degrade in condition.
2: It's either predefined gear or only what you give to them. You can order militia to drop all of their gear, so spawning them with stuff and undressing them would be an exploit. If no guns are available, militia will try to punch people.
3: I have given myself loads of money but then again, I am not someone who plays the game with the default limitations. I like plenty of enemies, plenty of rather unskilled mercs and large amounts of stock gear deliveries from BR, so I've amped up the money a lot. I recommend at least adding more mine cash flow because you cannot cash in all guns at Tony's anymore.
4: No idea.
5: Yes, that would be grand but it will never be. =D
6: No idea.
7: In JA2_Options.ini, look for [Militia Equipment Settings] to find
MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN = 10
MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX = 200
MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT = 2 I don't know if they will grab more ammo than they need, I doubt it. They will probably try to grab the number of magazines or the maximum ammo, whichever is the least, but not less than the minimum amount of ammo. I'll leave further explanations to Flugente. =P
8: You can approach them and hover the cursor over them while pressing [ALT]. This will show a unit's gear (and skills and whatnot). Get closer for a more detailed overview.
As for the question about automatically assigned gear being better: Yes. In most cases, auto-equipping militia is easier, until you've got access to some amazing gear (dropped by elites, for instance). But keep in mind that this feature has the purpose of making the game a bit more challenging, not pumping up the militia.
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Re: New feature: Equip militia with guns/armour/etc.[message #319959]
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Fri, 17 May 2013 18:52
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Thanks to LootFragg for already answering some of th stuff
1. Their gear gets damaged in combat like that of everyone else. Note that just like enemies, militia never experiences jams (unless the gun was already jammed when they picked it up), but of course items in bad condition perform worse.
2. You can specify in the ini settings which parts of their gear they take from the sector, the rest is spawned from the xmls a usually. If there is no gear in the sector to take, then they'll get nothing in that category.
3. I designed this with regard to drop all, where that problem isn't that pressing.
4. still happens? Thought I had cleared that, but its a non-issue anyway.
5. See LootFragg
6. Yep. The player is the only one ever using LBE.
7. As LootFragg said, the settings are used to determine how much ammo they pick up. With above settings, they want at least 10 bullets, but at maximum the minimum of 200 and 2 magazines.
They still pick guns with less available ammo, but the guns 'rating' when selecting is lowered then... so a ubercool-tricked-out-SCAR H-SV might lose to a Revolver if it just has 1 bullet...
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Re: New feature: Equip militia with guns/armour/etc.[message #322661]
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Sat, 13 July 2013 07:27
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Bambusar |
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Messages:63
Registered:July 2012 |
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Trying this new feature and it works great. I have only few complaints.
Questions:
Mobile militia, they grab weapons in the sector they are trained in.
1.If there isnt enough guns for them, do they rearm in sectors they travel through?
2.Do they restock bullets in other sectors?
3.Do they pick up better weapons in other sectors of they found them?
4. When you choose auto resolve, enemies do not drop weapons right? So it is better to have one merc in sector and participate hidden in some corner, if you lack equipment for militia. That should be reconsidered, maybe it would make sens that drop all works for autoresolved battles also if that is possible at all.
Complaints:
5. Once i was bombed with a lot (more than cached lines in scroll up in status window)of messages like
"militia couldn't find weapon so it is using harsh words ROFL instead"
Not sure why message was spammed so many times but it would be nice if there would be sector coordinate included in message, if that isnt too much work.
6. And in general I found it difficult to figure out how much weapons you have to leave in sector for normal militia. You have to count them, or you have to load the sector so militia grabs their equipment then go to strategical map so you see how many weapons were left on the ground.
There would be nice to have some indications if there is enough or not enough weapons in sector for militia.
7. Another thing, when militia returns their ammo on the ground, and you sort it into boxes and crates with icons on top of inventory sometimes large numbers (24 or even more if you play with sort to crates/boxes button a bit) of empty crates/boxes/magazines gets created. It is still happening, in latest versions, if you do inspect militia i think. I can play with it a bit more to figure when and how it happens exactly. But I think that right and left clicking on box/crate button above inventory duplicates empty boxes/crates/magazines. You need to group things before making boxes to avoid the problem.
Good stuff:
That option only makes sense only if you play drop all equipment option. Otherwise you have to buy all the stuff for them, which is hard at the beginning.
Otherwise great feature, finally we can equip them better, we dont have to sell all the half decent guns, and game became even more realistic. You can play wih drop all without feeling you are cheating now.
When you crate militia you dont have to ask yourself where thy get their weapon from all the sudden from empty sector.
[Updated on: Sat, 13 July 2013 07:35] by Moderator Report message to a moderator
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Corporal
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Re: New feature: Equip militia with guns/armour/etc.[message #322669]
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Sat, 13 July 2013 13:35
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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1. + 2. + 3. Yes. Whenever they travel, we move their gear along. We do this by simulating equipping them in the sector they are currently based, and then dump that gear in the sector they are travelling to. This way, they will always restock wherever they can.
4. The enemy does not drop equipment if it is killed in autoresolve, yes. Wether one of your mercs participates in that autoresolve battle is irrelevant.
In my view, having the enemy drop gear in autoresolve would be unbalancing. If you want enemy gear, earn it
And yes, if you rely heavily on militia, you will have to restock them then. Just like real armies do.
5. This message comes up if we try to equip militia but cannot find any gun for them to use. Hmm. perhaps the sector would be useful information, that is true.
6. 1. Count number of militia in strategic view. 2. Count number of guns in sector inventory. 3. ? 4. Profit!
What sort of indications would be needed there? You already get the message (see 5.) when you go into tactical and don't have enough guns.
7. Yeah, they somehow create mags/boxes of size 0. Still have to find out why.
This feature was made with 'Drop All' in mind - I love playing with it, but found I needed something to do with the unholy amounts of loot instead of just selling it.
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Re: New feature: Equip militia with guns/armour/etc.[message #322677]
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Sat, 13 July 2013 19:24
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Bambusar |
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Messages:63
Registered:July 2012 |
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Thx it all makes sense.
By leaving one mule merc in sector where militia will fight I meant using him so you can participate in fight, even only by hiding somewhere if you have low stats.
1. That spammed message about militia not having weapons and using harsh language intead:
savefile http://www.mediafire.com/?77hnm97tid2d75r
Just pass some time and at 24:00 it will happen, message box will be filled with messages.
I think that there are more messages than militia without weapon.
Latest Edit: After playing with that savegame a bit more, sometimes if I load the game, and play with inventory in B2 a bit and then speed up time is goes on well and i get only 8 messages about militia not finding guns, sometimes when I load game and sped up time it takes very long (1,5 min) to pass those two minutes and I get spammed 50+ those messages.
I am not sure what is causing the difference.
2. Multiplying of empty boxes happens if you press that "sort ammo in crates/boxes few times, left click, right click, left click...
Only if there is at least one empty magazine left there by militia in sector.
You can reproduce it in sector B2 in savegame.
[Updated on: Sat, 13 July 2013 20:41] by Moderator Report message to a moderator
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Corporal
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Re: New feature: Equip militia with guns/armour/etc.[message #322988]
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Sat, 20 July 2013 15:44
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navaroe |
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Messages:78
Registered:August 2012 |
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So, continuing with 6221, I had a battle, created new mobile militia squad in Drassen, led them through land to Alma and the bug appeared again along with another one reported by Bambusar already (that "no-weapon-uses-harsh-language" spam).
Details:
SaveGame13.sav is in state, when on 10:00 the game will freeze for a minute or so with hundreds "no-weapon-uses-harsh-language" statements. That happened right after the milita, entered sector G14, which contains lots of stuff.
The militia didn't have any weapons before entering G14, but I don't think it has anything to do with it - in the previous case, the guys were at armed, I think.
Notice, that if you enter G14 yourself, it's ok - militia finds weapons, equips them and everything is cool. Until they enter Alma.
Additional info: If you enter H14 now, the two militia men there will already not find any weapon and all stuff from sector will disappear.
SaveGame14.sav is just a moments later, when milita entered Alma in H14. It has, as supposed, taken some equipment from G14 along. When you enter H14 yourself now, you will be told that militia will use their dirty mouths and all equipment is gone.
The situation is sg14 seems to be unavoidable since sg13, so the real cause might actually be there. The situation I told you about before had this "spam" too, but I knew it was already reported and I didn't know when exactly it occurred in my game, didn't have saved game....so I didn't mention it before.
http://www.ulozto.net/xuq5WW6z/savedgames-zip
ja2_options.ini included
Hope this description suffices.
[Updated on: Sat, 20 July 2013 15:53] by Moderator Report message to a moderator
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Corporal
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