Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: individual backgrounds  () 1 Vote
Re: New feature: individual backgrounds[message #328701] Fri, 29 November 2013 20:52 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Update: I adjusted a few background min/max values in r6665 (read: made them less powerful) and adjusted the xml in GameDir r1886.

@vota_dc: Oops. Fixed in r6666.

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Captain

Re: New feature: individual backgrounds[message #328706] Fri, 29 November 2013 22:17 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:438
Registered:April 2010
Location: Russia,Sevastopol

One question:Enemy soldiers or Special enemy NPC(Kingpin,Assasins,deidrana,etc) can have backrounds?

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Master Sergeant
Re: New feature: individual backgrounds[message #328707] Fri, 29 November 2013 22:24 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
No, enemy soldiers can't have backgrounds since there is no profile defined for them, but Kingpin, Assasins, Diedrana should have backgrounds.

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Master Sergeant
Re: New feature: individual backgrounds[message #328708] Fri, 29 November 2013 22:59 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
Maalstroom
but
1) Kingpin,
2) Assasins,
3) Diedrana
[color:#FF0000]4) Keith[/color]
should have backgrounds.


[color:#FF0000]inserted[/color]


1) pimp?
2) why?
3) former Romanian p..nslut (like Sandra Romain)?
4) giving better prizes to former porn personal who made it (like him) away from the industry


sounds gaga wouldn't add to their personalities and You would need new text if it should add to. (Keith)

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Sergeant Major
Re: New feature: individual backgrounds[message #328712] Sat, 30 November 2013 01:25 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
Wow Goro, how literate you are... anyhow I think you watch to much porn, who the f... is sandra romain?

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Master Sergeant
Re: New feature: individual backgrounds[message #330884] Thu, 27 February 2014 02:48 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Update: As smeag already did so in AIMNAS, and I like the approach to this, as of r1964, all profiles now have their own individual background. I added/altered quite a few backgrounds. IMP-related backgrounds now start at 256.

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Captain

Re: New feature: individual backgrounds[message #330885] Thu, 27 February 2014 03:15 Go to previous messageGo to next message
dravak is currently offline dravak

 
Messages:38
Registered:August 2010
Fluente please don't ad background if you don't know the toon .

Instead increase the traits a bit like Smeagol did .

If you know the background of the mercs , example Buns is a competitive shooter , her traits should be marksman agility teaching (teaching cause it is vanille) .

Magic is a thief , so go trough the mercs you know for sure are 100% canon .


This is a fragile thing , to just ad background to somebody merc , when they are attached to it .
Sure they can change it back , but it is more what happened to spooky .

spooky changed a lot , I love his lets cut meself some charlie ear .
And boom boom speech , somehow spooky lost a bit of it's charm while dimitri cleaned it up .
Spooky was a pyscho not for nothing .

Now love your work , but ask if you are not sure what merc should have what background .
Ask people Smile , it is just upsetting if people find out there favorite merc or one they like to play with .
Suddenly is somebody else , Yeah it might seem bleh to not have everybody background .
but it is beter to have few perfect , leave the ones untouched. Then change everything and break canon .

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Private 1st Class
Re: New feature: individual backgrounds[message #330887] Thu, 27 February 2014 03:36 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Eh... what?

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Captain

Re: New feature: individual backgrounds[message #330895] Thu, 27 February 2014 16:48 Go to previous messageGo to next message
Shanga is currently online Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
Flugente
Eh... what?


Google Translate at its best. :facepalm:

Guess he's afraid your mod changes the background story of his favorite mercs. And again, I blame Google Translate for that.

@dravak - when you're not sure your English is comprehensible, please include a copy of the message in your native language (Russian?). That way maybe a Russian speaking member can help you express what you mean better. Short answer to your issue is this:

Flugente's mod doesn't change anyone's background story. It ALLOWS YOU to change them, as you wish.

[Updated on: Thu, 27 February 2014 16:51] by Moderator

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Captain
Re: New feature: individual backgrounds[message #330904] Fri, 28 February 2014 01:39 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Hu. Well, I didn't change existing merc's backstories. These backgrounds are simply additional. They are pretty much in character I'd think, and last nights commit did not change that...

So tell me, dravak, how does this change mercs for the worse? And how do you deduct that I don't know anything about the mercs?

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Captain

Re: New feature: individual backgrounds[message #330918] Fri, 28 February 2014 19:06 Go to previous messageGo to next message
Tyxe is currently offline Tyxe

 
Messages:78
Registered:May 2012
Location: France
Good feature, thanks Flugente.
I use the latest SCI 6967 but the background doesn't appear for any mercs (all are tagged unknown).
I can select one for my IMP though.

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Corporal
Re: New feature: individual backgrounds[message #330969] Sun, 02 March 2014 17:44 Go to previous messageGo to next message
Tyxe is currently offline Tyxe

 
Messages:78
Registered:May 2012
Location: France
I find why backgrounds did not appear.
It was because i used the MercProfile Editor to change some mercs's stats and saved.
Saving files using MercProfile Editor will erase backgroung and Racism/Sexism/Appearance/Refinement/Hated Nationalities mod.

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Corporal
Re: New feature: individual backgrounds[message #330978] Sun, 02 March 2014 19:07 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
That editor is outdated. Instead edit MercProfiles.xml in Data-1.13\TableData folder manually if you want to change your mercs.

[Updated on: Sun, 02 March 2014 19:08] by Moderator

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First Sergeant
Re: New feature: individual backgrounds[message #330982] Sun, 02 March 2014 19:58 Go to previous messageGo to next message
Tyxe is currently offline Tyxe

 
Messages:78
Registered:May 2012
Location: France
Yes it's what i did.
Unfortunately it's not as convenient but i realize i can't have everything.

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Corporal
Re: New feature: individual backgrounds[message #331244] Thu, 13 March 2014 00:53 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Update: r7058/GameDir r1891 adds a new tag:
0                      
alters the skills points when defusing bombs.

Also, the chance that a merc with 1 steals items has been greatly increased, and they now prefer cash/silver/gold.

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Captain

Re: New feature: individual backgrounds[message #332073] Fri, 02 May 2014 03:11 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Update: r7179 and GameDir r2031 add a new property:
set to 1 causes a drastic global loyalty loss if the character dies. This is used for Miguel. Loosing the public face of the revolution turns out to be a PR disaster, who'd have thought?

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Captain

Re: New feature: individual backgrounds[message #339796 is a reply to message #332073] Mon, 02 March 2015 18:37 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
I just stumbled upon an effect that is very annoying. I hired Gasket and he has the "Redneck" background that includes the <druguse> tag. I wouldn't mind Gasket drinking from time to time but every time he buys a bottle of alcohol from my money he puts it in the backpack slot so every time I want to place him on a roof I get the error message "Can't climb with a backpack"...

Can't we just make the merc have a drink at the bar without this bottle of alcohol detour? If the bottle is absolutely necessary for code reasons I propose to give the merc a 25% bottle (of course only charge 25% for it!) and then consume it completely. This way it's gone from inventory afterwards and doesn't cause trouble.

I'm talking about this part in function "HourlyLarryUpdate()" btw.:
Toggle Spoiler


Comments? Objections?



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: New feature: individual backgrounds[message #339798 is a reply to message #339796] Mon, 02 March 2015 20:30 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Just a comment -- I've made an ambient Facilities -- Wine Shop, Liqour Store, Regional Liquor Store where there is an ambient chance each merc will get drunk on their own dime (we're paying them enough!). So, for Larry that is a possible way to have him drinking again without code changes.

I'm detailing them, and all the facilities in Arulco Vacations, now on my blog.

Actually, the ambient factor will work for Gasket and all others, as well.

[Updated on: Mon, 02 March 2015 20:37]

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Sergeant Major
Re: New feature: individual backgrounds[message #339799 is a reply to message #339798] Mon, 02 March 2015 21:36 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
@silversurfer: no objections from me. Though why does he put it in the backpack (LBE) slot? That seems like another error.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: individual backgrounds[message #339802 is a reply to message #339799] Mon, 02 March 2015 22:54 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
The problem with function FindEmptySlotWithin() is that it only tells if a slot is empty. It doesn't say if it exists and all non-existing slots are "empty".
This LBE stuff is giving me a headache so I don't know a proper fix. Hell, if the game couldn't find a proper slot we get our money taken from us and don't even have a bottle of booze for it. big grin
So unless you want to find a proper fix I'll be going to make this "hackfix", maybe tomorrow.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: New feature: individual backgrounds[message #339803 is a reply to message #339802] Mon, 02 March 2015 22:57 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Well, for now we can justify it by, well, Alcohol ;)


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: individual backgrounds[message #341262 is a reply to message #339803] Sat, 30 May 2015 16:47 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
A new request for a background tag:

Staff Facility: Mercs with some knowledge about bureaucratic structure get a slight bonus for staff assignments (like staff mine to increase income fom a mining sector will be 10% more efficient if the merc has this background trait). Mercs I have in mind for this are Carp and Rev.

Also... Could be redundant with the throwing skill, but I think it would fit a merc like Wink (make him even better with throwing stuff):

Slightly increased Throwing Range/Throwing CTH: mercs with this background tag have an increased range to throwing objects (only by a few tiles, and/or a slightly higher CTH only for thrown weapons).

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Lieutenant

Re: New feature: individual backgrounds[message #341264 is a reply to message #341262] Sat, 30 May 2015 17:19 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Flo would be another one for the Staff Facility tag -- as she is an accountant. Also, the lawyer background . . . I forget which Merc has it but it is also an IMP background. You might consider hospital-type Doctors also appropriate for this background tag.

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Sergeant Major
Re: New feature: individual backgrounds[message #341425 is a reply to message #341264] Sun, 14 June 2015 15:46 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
As I like edmortimer's changes to backgrounds, I've merged them into the trunk (well, most of them) in GameDir r2254.

@edmortimer: The seemingly weird sign combo (&#10;) is used to force a line break in texts - otherwise the background description exceeds the laptop size, which looks glitchy. I've re-added those, you should likely too.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: individual backgrounds[message #341426 is a reply to message #341425] Sun, 14 June 2015 16:28 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
@ Flugente

Thank you. I will add them, yes.

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Sergeant Major
Re: New feature: individual backgrounds[message #341599 is a reply to message #341426] Sat, 04 July 2015 23:36 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
As announced elsewhere, <smoker> has been added, range 0 to 2. Mercs with 1 are smokers - they will occasionally consume smoke items from their inventory if found. Mercs with 2 are nonsmokers. They will refuse to smoke. Smokers and nonsmokers dislike each other. Smokers like smokers, nonsmokers like nonsmokers.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: individual backgrounds[message #341862 is a reply to message #341599] Sat, 25 July 2015 17:07 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
As or r7933 & GameDir r2267, there is a new background property: if <croucheddefense> is set, enemy CTH is modified if they fire on us while we are crouched against thick cover (size >= 2) in the direction of the shot.
Example:
http://i.imgur.com/Ygapl1p.png
In this situation, the soldier gets a -30 CTH penalty on Shepard from where he is. This only works because of the sandbags that are in the way (note that sandbags have recently been changed to have height 2).
The AI takes that penalty into account... it is even possible that they decide to flank if they deem their cth too low. The background bonus has been attributed to a few mercs who'd be reasonably adapted to coming under fire. A positive value (not set on anybody) would make it more likely to be shot.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: individual backgrounds[message #343713 is a reply to message #341862] Sat, 09 January 2016 21:47 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
As of r8015 & GameDir r2279, there is another background tag:

<SAM_cth> can modies a merc's cth when shooting missiles at airborne targets (both with SAM and MANPAD). By default it is +25% for pilots and +75% for Bob (he is a decorated F16-pilot after all. If anyone in Arulco knows how air defense works, its him). This is related to enemy helicopters.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: individual backgrounds[message #343958 is a reply to message #343713] Thu, 04 February 2016 19:35 Go to previous messageGo to next message
CVB is currently offline CVB

 
Messages:129
Registered:September 2014
Location: Berlin
Not quite sure if I should post it here or in the bugs section, since it's more of a cosmetic annoyance than a real bug.

When mercs are assigned as doctor, their healing points are displayed on their portrait in the format "current_points/maximum_points".

Current_points (usHealPts/10) takes into account factors like drugs, equipment status, fatigue, and also any modifiers from backgrounds.
Maximum_points (pusMaxPts/10), however, ignores background modifiers ATM.
This leads to displays such as a doctor applying currently "50 of 44" possible healing points. Since background modifiers are permanent, I feel that they should factor into the equation for maximum_points.

The same issue exists with other assignments.



Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle

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Sergeant
Re: New feature: individual backgrounds[message #343962 is a reply to message #343958] Thu, 04 February 2016 21:57 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
On the one hand, you are right.
On the other hand, urgs. So many calls.

I'll do it when I'm in the mood for something tedious.

Which apparently I was when doing r8050. Except for the merc training assignment stuff. Nope nope.

[Updated on: Sat, 06 February 2016 00:15]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: individual backgrounds[message #344402 is a reply to message #343962] Sun, 06 March 2016 15:24 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
In conjunction with sector fortification, there is a new background property as of r8094 & GameDir r2296: <fortify_assignment> is a percentage modifier of a merc's construction points (valid values from -50 to 200). It is set on Steroid, as his entire Bio (and being polish happy ) screams "This guy does black labour on construction sites".

[Updated on: Sun, 06 March 2016 15:24]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: individual backgrounds[message #344488 is a reply to message #344402] Fri, 11 March 2016 19:39 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
Flugente
The AI takes that penalty into account... it is even possible that they decide to flank if they deem their cth too low.

I don't think it will work this way, as AI does not check CTH when finding best cover spot but only CTGT, so if he cannot hit target with good CTH, he will try to suppress or advance to closest enemy.



Left this community.

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Lieutenant

Re: New feature: individual backgrounds[message #346768 is a reply to message #344488] Thu, 01 September 2016 14:45 Go to previous messageGo to next message
Boojum

 
Messages:11
Registered:September 2016
Why Miguel's "smoker" value is set to 2 (nonsmoker) in Backgrounds.xml? In UB Miguel dies with the lung cancer because of smoking, so in JA2 he should be a smoker.

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Private
Re: New feature: individual backgrounds[message #346775 is a reply to message #346768] Thu, 01 September 2016 20:26 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
I don't remember anything from UB. I'll correct this.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: individual backgrounds[message #346786 is a reply to message #346775] Fri, 02 September 2016 04:49 Go to previous messageGo to next message
Boojum

 
Messages:11
Registered:September 2016
Thanks.
I meant this message:
Quote:
I have talk with doctor. The news be no good. They tell me I have short time to live. I will not get better. I am try very hard to understand what they say to me, but it no be easy. It be strange that a man like me face bullets and bombs, but get sick from cigarettes. There be nothing to be done. God and time will change this. I ask you make Arulco safe soon, so I be sure my country be free from danger. ± ± Miguel Cordona

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Private
Re: New feature: individual backgrounds[message #349023 is a reply to message #346786] Sun, 26 February 2017 19:08 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Can someone add this change to the trunk, adding AP modifiers to plains and forest sectors to complete the modifiers for sector type based AP modifers in backgrounds.xml.

http://pastebin.com/NEH6zfb1

Thanks to Tais for coding it.

Adds two new tags in backgrounds.xml

<ap_forest> </ap_forest>
<ap_plains> </ap_plains>

Edit:
Currently crahes when viweing personnel files of a merc with one of the new modifiers. Needs a bug fix first.

Edit 2:
Apparently this will fix the personnel page crash. Though the actual modifiers don't show up in the tooltip yet...

[Updated on: Sun, 26 February 2017 20:33]

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Lieutenant

Re: New feature: individual backgrounds[message #349024 is a reply to message #349023] Sun, 26 February 2017 21:22 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Reading in xmls is a bit trickier - you forgot to add the tags to the list of allowed tags in backgroundStartElementHandle(...). Anyway, not sure why SPARSE sectors would be considered 'forest', so I'm removing that, apart from that, committed in r8390 & GameDir r2362.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: individual backgrounds[message #352584 is a reply to message #349024] Wed, 28 February 2018 22:09 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
I like game mechanics that aren't onesided. As of r8530, if a merc's background has <druguse> set, they occasionally consume beneficial drugs in combat for free.

This means that if a merc has that tag, is in combat and is bleeding, they can take a HP-restoring drug at the start of their turn from their inventory, and this won't cost AP. Note that this very roughly takes the drug size into account, so you won't munch down a regen booster if you've just taken 2 damage (it basically starts if 2 * bleeding damage > drug effect + drug size * useable portion size).
Similar, if breath < 50, they can take breath-restoring drugs (energy booster etc.) for free.
The basic idea is that drug users are, well, easily motivated to take those things. And this can, depending on the situation and the drugs you store, be beneficial.

Note that this effect only happens in turnbased mode or combat, and can only occur every 6 turns. It also does not take the other drug effects into account. If you have a regen booster that gives you CancerAids, the merc will take it, no questions asked (apart from 'why do you have that, and why do you store it in a drug addicts' inventory, you twat?').



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: individual backgrounds[message #358321 is a reply to message #352584] Wed, 23 October 2019 00:44 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Might as well do post it here.
I'm still alive! And somewhat back. Until I'm gone for most of november most likely. I might get a few tiny additions or bug fixes done until then.

Anyway, probably the most disliked tag of backgrounds is the <scrounging>-tag. The basic idea was that this tag allows shifty characters to engage in light thieving out of the player's control.

<BACKGROUND>
	<uiIndex>29</uiIndex>
	<szName>Professional Thief</szName>
	<szShortName>Thief</szShortName>
	<szDescription>When offered to take it or leave it, you always choose 'take'.</szDescription>
	...
	<scrounging>1</scrounging>

The old behaviour was that a merc with that tag occasionaly steal items from the sector inventory and puts them into their own inventory. However that is both very annoying (especially with EPCs, whose inventory is harder to access) and not very logical (it's more hoarding than stealing).

So as of r8699 & GameDir r2478, I've changed this behaviour: instead of stealing, the merc will occasionally steal small amounts of money from the population and put that into their inventory. That doesn't screw with our items or inventory and earns us cash, so players might even want this behaviour.

The downside is that this angers the population if they are caught, which thus lowers loyalty.

https://i.imgur.com/A47FATB.png

A new tag was added to TableData/Map/SectorNames.xml:
<wealth>
Rating of how rich the population in this sector is.
...
<SECTOR>
    <SectorGrid>D13</SectorGrid>
    <szUnexploredName>Drassen Mine</szUnexploredName>
    ...
    <wealth>6</wealth>   
    ...

If a merc with the background property is in a sector with wealth > 1, and he is awake, not travelling, not imprisoned, on the surface, not in combat and not currently under the players eyes, there is a 50% chance they'll attempt to steal.
Whether they succed depends on various stats, mostly dexterity.
chance to steal calculation

If they succeed, they gain between 1 and 5 times wealth $. In most sectors wealth is obviously 0. In farm sectors and bombed out ruins its 1. In cities it's ranges from ~5, like in Drassen and Chitzena, to 30+ in rich places. The will add the money to their inventory or, if that is full, the sector inventory.

Regardless of success, the locals might detect the merc trying to steal, with the merc having a chance not to be detected:
chance not to be detected

If you are detected, that has consequences. Since the citizens have been under the yoke of a cruel regime for a decade murdering them for the slightest offence, and you are the new gun-wielding guys murdering said murderers, the civilians smartly decide to not do much... but loyalty will drop. Not a lot in individual cases... but this can become a problem if you mercs behave rampantly. If the sector doesn't have loyalty, like when it is outside city bounds, the penalty is added to the nearest city where the player has a loyalty value, lowered by distance.

An advanced behaviour is that the civilians will logically blame whoever is in charge. Due to the Hide mechanic, it is possible to be in an enemy-occupied sector without being in combat. This means that your spies can essentially rob the population blind under the enemies nose, with enemy forces being blamed for it.

I leave the small excercise of determining the required wealth value for a sector for Magic to finance himself with the expected value of petty thievery to the community cool

[Updated on: Wed, 23 October 2019 00:47]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: New feature: individual backgrounds[message #358355 is a reply to message #358321] Thu, 24 October 2019 22:30 Go to previous messageGo to previous message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
Thanks. I can confirm that getting the inventory messed up, at least for me, indeed was an annoying happy So, I sure look foreward trying out.

Will any snitch prevent thiefs from doing so?

What is the range of the wealth-tag? 0-30 ? Or any higher values?

Asking the range because I will have to add those tags to the AR-sectornames.xml for my ongoing struggle trying to do an update for AR.



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

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Master Sergeant
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