Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: enemy generals
Re: New feature: enemy generals[message #352432 is a reply to message #332042] Thu, 15 February 2018 16:42 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
Is it VIP text written under question sign on Balaime sector? I think it will be better If it is on Top of everything.

https://d.radikal.ru/d40/1802/ed/33d35ae4c550.jpg
Re: New feature: enemy generals[message #352434 is a reply to message #352432] Thu, 15 February 2018 20:43 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
You know that you can toggle the troop display on and off, right? So no, it stays the way it is.



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

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.


Re: New feature: enemy generals[message #352442 is a reply to message #352434] Fri, 16 February 2018 13:09 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
Quote:
You know that you can toggle the troop display on and off, right? So no, it stays the way it is.


could you please specify how to do that?

If I click show militia/enemy (Z button) text goes under ? sign. Same happens if I click Show Teams& Enemies (T button). Look at previous screenshot. If i do not click anything text disappears. see below


https://d.radikal.ru/d41/1802/5d/e748171c3f3f.jpg


show town do not help either

https://a.radikal.ru/a41/1802/eb/ba6f17cd8f42.jpg

[Updated on: Fri, 16 February 2018 13:12]

Re: New feature: enemy generals[message #352453 is a reply to message #352442] Sat, 17 February 2018 23:05 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Hmm. Apparently that does not work. I guess I should play this game again sometime happy

Anyway, won't change it. This feature and thus the logo might get a revamp, but given my current speed that is likely more years than months away.



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

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.


Re: New feature: enemy generals[message #352455 is a reply to message #352453] Sat, 17 February 2018 23:37 Go to previous messageGo to next message
townltu

 
Messages:365
Registered:December 2017
Location: here
I bet the question mark is a .sti file or a frame of a .sti, after all its from vanilla.

If so 1st workaround is change the questionmark to something which does not cover VIP marker that much,
2nd workaround is to change vip marker to something which is recognizeable with questionmark on top,
although i would not bet as much that also the vip marker is a .sti
Re: New feature: enemy generals[message #352668 is a reply to message #352455] Sun, 11 March 2018 06:24 Go to previous messageGo to next message
Kerghnox
Messages:3
Registered:August 2016
Would it be possible to add second chances with generals? Like they'd go to another enemy controlled town the first time they escape, then Meduna the second time.

My ideal implementation would be generals that flee to unique heavily defended bases. So, you can still take them out before Meduna, but you're going to have to go through a very tough battle. Obviously an insane amount of work, but a man can dream.

[Updated on: Sun, 11 March 2018 06:25]

Re: New feature: enemy generals[message #357605 is a reply to message #352668] Fri, 28 June 2019 16:58 Go to previous messageGo to next message
phase_iv
Messages:4
Registered:June 2019
I guess i found an error.

In a sector where a general is present, there are always four elites as bodyguards created during initialization, no matter how ENEMY_GENERALS_BODYGUARDS_NUMBER is set in the ja2_options.ini file. As one can see at the bottom of game init.cpp, there are some of these lines:

SectorInfo[vipspawnsector].ubNumElites += 5;

One elite for the general himself and four for his bodyguards, which is the default value. ENEMY_GENERALS_BODYGUARDS_NUMBER apparently only refers to the number of elites that follow a general around in the sector. I guess that is not intentional, and the ini value was created after the init function was coded.
Re: New feature: enemy generals[message #357606 is a reply to message #357605] Fri, 28 June 2019 18:14 Go to previous message
silversurfer

 
Messages:2601
Registered:May 2009
When bodyguards are assigned the game will only assign up to the number defined by ENEMY_GENERALS_BODYGUARDS_NUMBER. So if ENEMY_GENERALS_BODYGUARDS_NUMBER is 2 for example we'll only have two bodyguards.
However we will still have 2 additional elites that shouldn't be there and have nothing to do. If ENEMY_GENERALS_BODYGUARDS_NUMBER is greater than 4 we may not have enough elites to assign as bodyguards. Yes this isn't good. Fixed in r8680.



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

Previous Topic: Ancient feature: sexism, racism, cursing the french and other human relations
Next Topic: New feature: Equip militia with guns/armour/etc.
Goto Forum:
  


Current Time: Thu Sep 19 11:44:52 EEST 2019

Total time taken to generate the page: 0.01025 seconds