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Re: New feature: enemy generals[message #352455 is a reply to message #352453]
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Sat, 17 February 2018 23:37
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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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
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Master Sergeant
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Re: New feature: enemy generals[message #352668 is a reply to message #352455]
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Sun, 11 March 2018 06:24
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Kerghnox |
Messages:3
Registered:August 2016 |
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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] Report message to a moderator
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Civilian
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Re: New feature: enemy generals[message #357605 is a reply to message #352668]
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Fri, 28 June 2019 16:58
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phase_iv |
Messages:4
Registered:June 2019 |
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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.
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Civilian
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