Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Equip militia with guns/armour/etc.
Re: New feature: Equip militia with guns/armour/etc.[message #317535] Thu, 18 April 2013 09:50 Go to previous messageGo to next message
JMich

 
Messages:575
Registered:January 2011
Location: Greece
Kaerar
I know I've been out of the game for a while, so where can I get the 5997 exe?
Check Depri's signature, his SkyDrive should contain those exe versions.
Alternatively, compile one Razz
Re: New feature: Equip militia with guns/armour/etc.[message #317645] Mon, 22 April 2013 15:35 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
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

Re: New feature: Equip militia with guns/armour/etc.[message #318031] Sat, 27 April 2013 02:59 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Though I can't recall being bored, I made a new option that allows to finetune militia equipment according to militia classes. If MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS is set to TRUE, clicking an item via TAB in the sector inventory toggles its 'taboo state'.
http://i40.tinypic.com/20jl5cx.jpgAny 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 as of exe r6026 and GameDir r1656.


Re: New feature: Equip militia with guns/armour/etc.[message #318034] Sat, 27 April 2013 03:12 Go to previous messageGo to next message
Thor

 
Messages:433
Registered:February 2007
Location: Belgium
Nice! & thanks for adding it! Wink
Re: New feature: Equip militia with guns/armour/etc.[message #318096] Sat, 27 April 2013 18:28 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
LootFragg
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.
Cannot reproduce. Wether or not ammo is in crates is irrelevant as long as its accessible (you can see the stuff in sector inventory). Militia equips stuff once it enters the currently loaded sector (or one enters a sector where the militia is in). Any more oddities, or special stuff you did?


Re: New feature: Equip militia with guns/armour/etc.[message #318098] Sat, 27 April 2013 18:47 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
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.
Re: New feature: Equip militia with guns/armour/etc.[message #318113] Sun, 28 April 2013 00:52 Go to previous messageGo to next message
merc05

 
Messages:78
Registered:January 2013
I was playing with MILITIA_USE_SECTOR_EQUIPMENT_AMMO = FALSE and have encountered this behaviour: my militia didn't see the guns if they were unloaded, even if there were crates/magazines lying around in sector. If the gun was loaded it was equipped but after relocating militia or doing milita inspection it was dropped and ammo was unloaded, so now the militia did no see it and could not equip it again. I had to manually load ammo into guns with my mercs. Nothing like this happen when MILITIA_USE_SECTOR_EQUIPMENT_AMMO was TRUE. I think I found the solution with a crude trial and error way so I'm not really sure of how it works, you will probably know why it worked Flugente. I changed the line:

// ammo
	else if ( Item[pWorldItem[ uiCount ].object.usItem].usItemClass & IC_AMMO && fSearchForAmmo )


to:

// ammo
	else if ( Item[pWorldItem[ uiCount ].object.usItem].usItemClass & IC_AMMO )
Re: New feature: Equip militia with guns/armour/etc.[message #318141] Sun, 28 April 2013 17:51 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Fixed in 6030. The reason it did not work was that if MILITIA_USE_SECTOR_EQUIPMENT_AMMO = FALSE, we should not consider ammo at all, but the gun evaluation function was still considering the amount of found ammo. At this point, the only ammo known was the one loaded in guns (as we have to unload them and spawn ammo in the sector inventory. Thus it was very likely that empty guns weren't considered. Good spotting you two!


Re: New feature: Equip militia with guns/armour/etc.[message #318209] Mon, 29 April 2013 20:40 Go to previous messageGo to next message
merc05

 
Messages:78
Registered:January 2013
Thanks! Wink Everything works like a charm now.
Re: New feature: Equip militia with guns/armour/etc.[message #319900] Fri, 17 May 2013 08:31 Go to previous messageGo to next message
Bombrik

 
Messages:17
Registered:October 2011
Location: Tantallon, Axius
Been experimenting heavily with this, and got a question or two.

1: Do items given to them need to be repaired? Do repairs need to occur for their gear over the long-term?

2: If enabled, do the Militia still spawn with the XML-List of gear/weapons or does this feature negate that?

3: Running this does create a logistics matter, and thus, more money demand. Especially in the initial Drassen conquest to get the Drassen Mine. Has anyone changed their game settings to compensate for this extra demand on money and to prevent from going broke fast?

4: Noticed sometimes the Militia leaves/spawns 0-ammo clips, but this seems random and I've yet to duplicate this bug.

5: Another Inventory Window or Sub-Window for Militia Gear would be nice, or something in the GUI, but I understand if that is too big a demand.

6: The Militia seems to have no use for LBEs of any kind.

7: Is there a way to alter how much ammo they carry? Any other info on what gear is best to provide them?

8: And how does one find out the gear they would NORMALLY have? Besides examining the XML and matching gear numbers?
Re: New feature: Equip militia with guns/armour/etc.[message #319902] Fri, 17 May 2013 08:57 Go to previous messageGo to next message
Bombrik

 
Messages:17
Registered:October 2011
Location: Tantallon, Axius
So I guess I have to expand on my previous post: The point was stated to give them better gear than they would get. Upon examining ItemChoices_Militia_Green.XML in the Inventory Folder, I am trying to grasp the information in it.

2
Leggings
5
170
173
811
802
282

If I am reading this correctly, seems the possible Leggings they can have are: Kevlar Leggings, Spectra Leggings, Twaron Leggings, Dyneema Leggings and Zylon Combat Pants.

So wouldn't they spawn automaticlly with better gear than what can be provided to them?
Re: New feature: Equip militia with guns/armour/etc.[message #319918] Fri, 17 May 2013 13:33 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
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.
Re: New feature: Equip militia with guns/armour/etc.[message #319959] Fri, 17 May 2013 18:52 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Thanks to LootFragg for already answering some of th stuff Smile

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 Smile

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...


Re: New feature: Equip militia with guns/armour/etc.[message #320992] Mon, 27 May 2013 16:21 Go to previous messageGo to next message
Nekator

 
Messages:19
Registered:May 2013
Just found this topic, very useful addition, this was actually one of the few things in BIA, which i found a good addition =)
Re: New feature: Equip militia with guns/armour/etc.[message #321913] Mon, 24 June 2013 06:17 Go to previous messageGo to next message
SharkD

 
Messages:358
Registered:July 2003
Will the militia pick up items stored inside backpacks? Or, is it possible to place items inside empty crates that are lying around?
Re: New feature: Equip militia with guns/armour/etc.[message #321920] Mon, 24 June 2013 13:42 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
SharkD
Will the militia pick up items stored inside backpacks?
No. SharkD
Or, is it possible to place items inside empty crates that are lying around?
That is possible by dropping stuff manually carefully.


Re: New feature: Equip militia with guns/armour/etc.[message #322661] Sat, 13 July 2013 07:27 Go to previous messageGo to next message
Bambusar

 
Messages:64
Registered:July 2012
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

Re: New feature: Equip militia with guns/armour/etc.[message #322669] Sat, 13 July 2013 13:35 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
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 Wink
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.


Re: New feature: Equip militia with guns/armour/etc.[message #322677] Sat, 13 July 2013 19:24 Go to previous messageGo to next message
Bambusar

 
Messages:64
Registered:July 2012
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.

http://i.imgur.com/nj65mq5l.png

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.

http://i.imgur.com/EnxLQ5Yl.png

You can reproduce it in sector B2 in savegame.

[Updated on: Sat, 13 July 2013 20:41] by Moderator

Re: New feature: Equip militia with guns/armour/etc.[message #322686] Sat, 13 July 2013 21:20 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
First - I really like this addition to the game, it's both fun and does not require huge amounts of micromanagement Wink Thanks

Second - I found a minor bug with mobile militia. When you spawn them during day, they take sun glasses. But when they move from sector to sector during night, they don't see sun glasses as worthy equipment any more and leave them behind Smile

Re: New feature: Equip militia with guns/armour/etc.[message #322688] Sat, 13 July 2013 22:34 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Well yes. Sunglasses aren't useful at that point, so they don't take them. Same with NVGs. Otherwise one might be pissed if the militia takes along it can't even use for almost a day Smile


Re: New feature: Equip militia with guns/armour/etc.[message #322791] Tue, 16 July 2013 00:43 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
Well, they might stick those on the helmets for the other time of a day encounters, but I guess there isn't much code supporting such smart militias now and writing it wouldn't be...cost effective Grin


Found a real bug tough. After bit of trying I managed to make a saved game, where the bug manifests itself every time in one step (and I have one save, where the bug could be somehow made with 3-4, steps with about 33% "success").

When I enter particular sector with mobile militia, I get spammed with "cant-find-gun-uses-harsh-language" lines and militia have only gas masks and extended ears on them (militia inspection confirms that). All weapons and armor is gone for ever.

I played with JA2_6105.exe. Tried the bug-in-one-click saved game with latest JA2_6221.exe and it appears as well.

Is this or the other saved game any good to you? Or should I perhaps check-out from SVN first and try again?


[Updated on: Tue, 16 July 2013 20:15] by Moderator

Re: New feature: Equip militia with guns/armour/etc.[message #322792] Tue, 16 July 2013 00:51 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
It is easy to make them pick that stuff up, it will just be of limited use.

If this happens with r6221 as well, as savegame is very useful, yes.


Re: New feature: Equip militia with guns/armour/etc.[message #322832] Tue, 16 July 2013 21:37 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
Ok, I've uploaded the save where bug is already sure to happen here:

http://ulozto.net/xruTuRYt/quicksave-zip

Zip contains ja2_options.ini and other file I altered.

In sector G15, there is a group of militia and my mercs. Note there is lots of equipment there now. When you enter the sector, the bug will appear. The tactical view console will say that funny statement a few times and militia will have just head gear. The rest of stuff is gone.



Once again let me mention that when I was trying to reproduce the bug, I was looking for what steps from the last saved game lead to this. Those steps just involved switching between sectors and sending mercs around. I don't know if cause or a clue may be there or you can see all you need from save and I'd just spam you more... if you think so, just let me know and I'll give you the save and detailed description of actions.
Re: New feature: Equip militia with guns/armour/etc.[message #322886] Wed, 17 July 2013 22:46 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Not going to code for a few days, so this will take time. In the meantime, please specify the revision you are playing with, and please also post your ini.


Re: New feature: Equip militia with guns/armour/etc.[message #322927] Thu, 18 July 2013 22:45 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
No pressure, especially since you are paid in thanks, so far I know Smile

As I said, I played with JA2_6105.exe right until I encountered this problem and then switched to newest - JA2_6221.exe.

Ja2_options.ini is already posted in the zip above.


Or did you mean all inis? Oo
Well just in case: http://uloz.to/xGBDe5PD/inis-zip

Re: New feature: Equip militia with guns/armour/etc.[message #322934] Thu, 18 July 2013 23:39 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
AHA!

So does this _also_ occur with 6221? A few fixes for this feature happened for this between 6105 and 6221...

If it also occurs in 6221... is the save immediately before the bug? It could have happened in 6105 (like deleting stuff), leaving 6221 unable to fix anything... bah, I'll find out next week.

The Ja2Options.ini is enough.


Re: New feature: Equip militia with guns/armour/etc.[message #322963] Fri, 19 July 2013 22:35 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
Yes, it occurs in 6221 too.
And the save is right before bug happens.

Quote:

In sector G15, there is a group of militia and my mercs. Note there is lots of equipment there now. When you enter the sector, the bug will appear. The tactical view console will say that funny statement a few times and militia will have just head gear. The rest of stuff is gone.




I plan on playing at least a bit on weekend using 6221. Should the bug appear in some new place, I'll post here immediately.
Re: New feature: Equip militia with guns/armour/etc.[message #322988] Sat, 20 July 2013 15:44 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
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

Re: New feature: Equip militia with guns/armour/etc.[message #323228] Thu, 25 July 2013 17:44 Go to previous messageGo to next message
Bambusar

 
Messages:64
Registered:July 2012
Yeah that "no-weapon-uses-harsh-language-instead" spamming with half minute lag time with sound of new messages and dead mouse; is happening to me also. At end of hours.

6232/1704
Sometimes it happens when two militia groups join together and then part of the new big group separates. Items stay in sector where big group was formed and new smaller group moves without any weapons. Similar thing happen when militia sometimes decides to leave or send only 2 or three soldiers alone.


6209/1699
There are also some funny things with reinforcements. Not really sure but I think that if you call reinforcements in city sector battles where your mercs are included, reinforcements bring their weapons with them; after the battle those reinforcement militia is automatically send back to sector where they came from, but weapons stay in sector where battle was.



But overall feature is playable, it makes sense and it balances drop all feature, i like it alot, sometimes you need to go and pick up weapons and equip after militia dropped it during its movement, but thats is not such problem since this feature if mostly meant for hoarders and micromanagment addicts. It just gets annoying when you watch auto-combat of battle where your militia has no weapons.

I notice that since now you actually need many AK47s,AR15s and sniper rifles; I tend to fight many more battles with my mercs and am using auto-combat only when I dont have any mercs near battle.

This points two other annoying issues: Annoying shooting in the back from militia. Sometimes they do more damage to themselves than to enemies. And sometimes buggy way to position militia. You need to call every one by person, and while you are doing that previously positioned guys just wonder away. If you call them all they just grind togather in one cluster that usually ends by shooting each other in the back when enemies appear.


Re: New feature: Equip militia with guns/armour/etc.[message #323365] Sun, 28 July 2013 18:44 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
I think I found the isse with those endless messages - due to an underflow, too much gear was moved when militia moves strategically/hourly. This solves the issue in your savegame 13. The error in savegame 14 didn't show up afterwards, it was probably a direct result of error 13.

Fixed in r6250.


Re: New feature: Equip militia with guns/armour/etc.[message #323386] Sun, 28 July 2013 21:31 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
Superb. Thanks a lot. If weather is this hot this week, I'll surely do some more "testing" Smile

[Updated on: Sun, 28 July 2013 21:32] by Moderator

Re: New feature: Equip militia with guns/armour/etc.[message #323410] Mon, 29 July 2013 09:34 Go to previous messageGo to next message
SharkD

 
Messages:358
Registered:July 2003
This feature needs a way to manually order militia to *pick up* as well as drop all equipment. I need to know which equipment in a sector is being used, and the best way is to toggle this on/off and compare what was before and after.
Re: New feature: Equip militia with guns/armour/etc.[message #323446] Mon, 29 July 2013 20:31 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
You can do that by looking at the strategic inventory before and after you command them to drop their stuff. A pick up command would be possible, but don't expect it any time soon.


Re: New feature: Equip militia with guns/armour/etc.[message #323463] Mon, 29 July 2013 23:28 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
As of r6259, militia will also take along sunglasses at night and NVGs at day. They will not use them, but, as pointed out earlier, this will be useful for mobile militia on long patrols.

As I've just learned this the hard way... as militia drop their gear where they stand when you leave a sector... make sure they dont stand in water :placard:


Re: New feature: Equip militia with guns/armour/etc.[message #323526] Wed, 31 July 2013 22:28 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
As it is really useful, I implemented the 'pick up gear' function as SharkD suggested above. The menu now looks like this:
http://i43.tinypic.com/bhy3a0.jpg
As the gear selection function is determinant, you will, if you repeatedly order militia to drop and pick up gear again, observe that they always pick the same gear. An exception is ammunition (militia tends to make more ammo clips than necessary), so the number of items will increase a bit at first.

I also fixed their drop function, they should no longer drop their gear in water if ordered too.

Both is in r6263.


Re: New feature: Equip militia with guns/armour/etc.[message #323529] Wed, 31 July 2013 23:28 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
Great. Even tough water sectors aren't many, it could lead to either some nasty face-palms or micro management Grin
Re: New feature: Equip militia with guns/armour/etc.[message #323536] Thu, 01 August 2013 07:49 Go to previous messageGo to next message
SharkD

 
Messages:358
Registered:July 2003
Would loading times before battles improve if picking up/dropping weapons were done manually *only*? I.e. the menu commands being the only way of getting the militia to change their gear.
Re: New feature: Equip militia with guns/armour/etc.[message #323548] Thu, 01 August 2013 23:24 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
No. They would still have to picked up... and many problems could arise if the player forgets to order them to pick up gear.

This also would not work in times when the player is not around, like in autoresolve, strategical moves etc..

It is theoretically possible to speed up the time for moving equipment from one sector to another (strategic moves without entering tactical or creating militia). The algorithm would become a lot more complicated though, as we would have to take multiple equipment sets at once, which is complicated for guns and ammo. Rather not.


Re: New feature: Equip militia with guns/armour/etc.[message #323613] Sat, 03 August 2013 23:51 Go to previous messageGo to previous message
SharkD

 
Messages:358
Registered:July 2003
Could you move the commands to the inventory screen? Otherwise I have to switch back and forth between strategic and tactical view.
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