Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Dynamic opinions
Re: New Feature: Dynamic opinions[message #333464] Wed, 04 June 2014 04:07 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
Could we get a MERCS_RANDOM_OPINIONS setting going? Really enjoying random stat mercs right now so I thought why not go the full mile. Screws with a lot of audio cues but perhaps they could be replaced with text messages.

Re: New Feature: Dynamic opinions[message #333480] Wed, 04 June 2014 17:11 Go to previous messageGo to next message
spelid

 
Messages:8
Registered:August 2007
Well people's feelings and motivations are murky and important. One of the great strengths of JA is that the the personalities, voices and personalities of the mercs make them come alive. This feature adds to that. Thank you!

But I miss one thing: Leadership. In civilian life I would expect leaders to do something when opinions change in a negative way. "You cant call him a dumb fuck! Apologise, or I
Re: New Feature: Dynamic opinions[message #333515] Thu, 05 June 2014 00:24 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
@anv: it seems the dialogue popup box can only exist once at a time... or did you somehow trick it when doing your little mockup?


Re: New Feature: Dynamic opinions[message #333516] Thu, 05 June 2014 00:37 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
Might be a Photoshop job. Wink

Re: New Feature: Dynamic opinions[message #333517] Thu, 05 June 2014 03:06 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Highly likely, but if not, this could save hours of time in the worst case.


Re: New Feature: Dynamic opinions[message #333518] Thu, 05 June 2014 03:15 Go to previous messageGo to next message
anv

 
Messages:231
Registered:March 2013
Yep, that's why it was a mock-up Wink

For try, I was able to keep old dialogue box in tactical and then show second one together with previous one, but text in old one was replaced with new one, so something's still off. Finished dialogue can be kept from disappearing by rigging HandleDialogueEnd (blocking RemoveMercPopupBoxFromIndex, SetAutoFaceInActive and surroundings), but then the new window won't be created due to condition in ExecuteTacticalTextBox "if( fTextBoxMouseRegionCreated == TRUE )", and if it's out, then this box will be hijacked for next quote in PrepareMercPopupBox. Another replace (both "iBoxId == -1" with 1==1) and new popup is created OK. Then I blocked region define and modified popup new overlay top value in ExecuteTacticalTextBox if region is already defined.

If two and more parallel dialogue windows prove too hard to make, then maybe show only their portraits, and text window for merc who is currently speaking. Showing just unanimated dummy portrait in the mean time for other merc should be easier, showing quotes one after another makes sense chronologically and allows for longer exchanges than 1 quote on each side and even others mercs could pop by with their support. See mission briefings in Starcraft (text area was in the same place for all participants, but that's not necessary).

I'm afraid unintelligible pseudotalk would be too funny to take it seriously. Maybe with very well fitted sound sample, but it's hard to imagine for me without laughing.


Re: New Feature: Dynamic opinions[message #333522] Thu, 05 June 2014 10:26 Go to previous messageGo to next message
Maalstroom

 
Messages:344
Registered:December 2008
Location: en route to San Hermanos
@flug something is off. I started a new game to test this new feature and i liked it.. organized a drinking fest and then started a new game.. the problem is the opinions formed in the previous game are mentained in the new one.. at least for the imp.
in the first game he had a thief background and in the second a merc background - but in both he had a -5 five from the mercs hired in both first and second game...

maybe some files should get cleaned at the begining of a new game.

[Updated on: Thu, 05 June 2014 10:27] by Moderator

Re: New Feature: Dynamic opinions[message #333533] Thu, 05 June 2014 21:34 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Maalstroom
@flug something is off. I started a new game to test this new feature and i liked it.. organized a drinking fest and then started a new game.. the problem is the opinions formed in the previous game are mentained in the new one.. at least for the imp.
in the first game he had a thief background and in the second a merc background - but in both he had a -5 five from the mercs hired in both first and second game...

maybe some files should get cleaned at the begining of a new game.
Found the reason, will commit a fix later.
Edit: Fixed in r7269.

[Updated on: Fri, 06 June 2014 03:41] by Moderator



Re: New Feature: Dynamic opinions[message #333560] Sun, 08 June 2014 12:57 Go to previous messageGo to next message
Taro_M

 
Messages:296
Registered:November 2008
I just wanted to say that the newest versions seem to work correctly. At least I can open the site.
Re: New Feature: Dynamic opinions[message #333588] Tue, 10 June 2014 00:26 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
https://www.youtube.com/watch?v=saUx929zHF8&feature=youtu.be[/video]
This a very, very early prototype of what I have in mind for dynamic dialogue. Basically each time an opinion event happens, the mercs can start complaining and arguing about it. Once correctly set up, their personalities, opinions, relations, traits etc. could then determine into what direction that argument goes... which can then influence opinions again.

It would be cool if there was at least some way to interact here, so I've decided that the IMPs, as they represent the player, can be controlled a bit here. The IMP has a few seconds to decide what to say. So you can somewhat control the direction of an argument by siding with some mercs against others. Or you can decide to use your authority an stop the argument. These actions could then influence your teams opinion as well... you get the idea. The possibilities are huge. I guess anv will have a field day with this once its finished (which will still be a while).


Re: New Feature: Dynamic opinions[message #333589] Tue, 10 June 2014 00:29 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
Grizzly: "Come on, Fox. Get those clothes off. You know you want to."
Fox: "OH MY!"

Side with Grizzly? Y/N

Oh wait, wrong kind of game.

Re: New Feature: Dynamic opinions[message #333601] Tue, 10 June 2014 15:00 Go to previous messageGo to next message
rummtata

 
Messages:104
Registered:April 2011
Location: Germany
I doubt I'm the only RPG-enthusiast out there who's been missing an actual dialogue system (like, with choices) from day 1. Granted, JA2 has always been more about tactics and strategy than roleplay, but if such a thing were to become reality, would I find that incredibly awesome? Hell, yes :rulez:
Re: New Feature: Dynamic opinions[message #333602] Tue, 10 June 2014 15:54 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1540
Registered:March 2009
Location: Broadwurschd-City
rummtata
JA2 has always been more about tactics and strategy than roleplay,


:blackcat: :blackcat: :blackcat:

JA2 is less roleplay than JA1 but it always was roleplay - even more in some players heads (e.g. mine)

If it was only tactical (like Ufo) I would not play it since the beginning.
It is not strategic if one uses the term correctly - there is not a single strategical decission in the game
only in 1.13 before gamestart (how to tweak/cheat/mod this time)

It also is a trade simulation in lead when You choose to play it so.
Re: New Feature: Dynamic opinions[message #333662] Thu, 12 June 2014 15:28 Go to previous messageGo to next message
rummtata

 
Messages:104
Registered:April 2011
Location: Germany
@Gorro: I didn't say "only", I said "more than" Wink

My judgement is based on the following facts:

1. There is very little story happening and, in particular, no actual "plot". You know your task from the beginning, there are no twists or turns, it's a "job" rather than a "quest".

2. There is no actual protagonist around whom such a plot could evolve. The player is an invisible background-persona like the "commander" in RTS games.

3. There is little "adventure". Player/IMPs/Mercs do what they do for money, they have no personal stake in what goes down other than risking their lives [which is part of their job]. Only for the NPCs there is an "open end" for the story, the mercs will return from their mission and resume their actual lives; from their perspective the events of the game are episodic and, ultimately, without consequence.

How do you define "strategic"? I'd say decisions like

- which personnel to hire
- where to attack / in wich order
- how to get by with your resources, how to acquire more

are strategic, whereas what yo do during combat is "tactical".

I don't think JA2 deserves to be called a trade simulation by any stretch of the imagination. Other than producing income from mines (which you cannot influence/manage in any way) and selling the stuff you loot or steal, what is there going on trading-wise? You can never sell something for more than the purchasing price, that alone kind of defeats the principle of trading, right? Wink
Re: New Feature: Dynamic opinions[message #333663] Thu, 12 June 2014 15:33 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
You just lack the twisted depths of imagination our resident, arthritic crocodile has :placard:


Re: New Feature: Dynamic opinions[message #333676] Fri, 13 June 2014 01:39 Go to previous messageGo to next message
JMich

 
Messages:569
Registered:January 2011
Location: Greece
rummtata
1. There is very little story happening and, in particular, no actual "plot". You know your task from the beginning, there are no twists or turns, it's a "job" rather than a "quest".

2. There is no actual protagonist around whom such a plot could evolve. The player is an invisible background-persona like the "commander" in RTS games.

3. There is little "adventure". Player/IMPs/Mercs do what they do for money, they have no personal stake in what goes down other than risking their lives [which is part of their job]. Only for the NPCs there is an "open end" for the story, the mercs will return from their mission and resume their actual lives; from their perspective the events of the game are episodic and, ultimately, without consequence.
I think you just described "The Temple of Elemental Evil". Or maybe "Icewind Dale". Will have to take a closer look at some point.
Re: New Feature: Dynamic opinions[message #333677] Fri, 13 June 2014 02:27 Go to previous messageGo to next message
rummtata

 
Messages:104
Registered:April 2011
Location: Germany
JMich
I think you just described "The Temple of Elemental Evil". Or maybe "Icewind Dale".


A well-placed blow, my friend! :swordfight:

I'll admit: both of these are indeed more combat-orientated and less RPG-ish than their predecessors.

However! Both feature a lot more story, plot and adventure than JA2 and a much more complex character developement, not to mention actual choice-driven dialogue and narrated story sequences.

There is no main character/protagonist in either case, but the party members influence the story via their alignment and social skills (like diplomacy/intimidate).

I still hold JA2 to be a unique mixture of tactical combat, strategic management and roleplaying elements, in a descending order. The RP is an important, but minor part. Can be extended through modding, or as usual, in your head Wink
Re: New Feature: Dynamic opinions[message #333678] Fri, 13 June 2014 04:10 Go to previous messageGo to next message
Off_Topic

 
Messages:1037
Registered:January 2009
That's a cool feature Flugente, it made me laugh too because your descriptions of pros/cons read like a round of Battlefield 4 players and what they do to annoy/help me.


Re: New Feature: Dynamic opinions[message #333762] Wed, 18 June 2014 00:05 Go to previous messageGo to next message
Maalstroom

 
Messages:344
Registered:December 2008
Location: en route to San Hermanos
Hi, any developments on this? what's our code genie doin'?
Re: New Feature: Dynamic opinions[message #333763] Wed, 18 June 2014 00:23 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
More dynamic things, that' what I'm doing:
http://i62.tinypic.com/zthiqx.png

Unfortunately, I have to do a lot of overtime (now and in the next months), so JA2 development for me has slowed to a crawl.


Re: New Feature: Dynamic opinions[message #333765] Wed, 18 June 2014 02:33 Go to previous messageGo to next message
Charlie_May

 
Messages:27
Registered:March 2009


I think this new feature is cool, though I won't play with it myself. After all, opinion just affects morale and trainer/student efficiency, so going through all the trouble of optimizing the mercs' opinion seem like a lot of micromanagement for very little gain (to me anyways). Maybe if you enlarge the influence of opinion on the gameplay? I do have a smaller request though :

Flugente


This feature is on per default. Turning it off will set the modifier values for all these events to 0, but they'll still be noted internally (they just won't make a difference). The website will still exist.



Couldn't the website disappear if the feature is turned off? It's only a minor gripe, but by principle all 1.13 features should be fully optional. Furthermore (again just my personal opinion) a website that records such precise data and displays such intimate info about a group's relationships seems a tad silly and unrealistic. Makes me imagine the mercs logging on to Facebook between skirmishes to whine, post random thoughts, and update their friends list... In any case, I'd prefer the website not cluttering needlessly the interface if I choose to turn off the feature.
Re: New Feature: Dynamic opinions[message #333786] Thu, 19 June 2014 16:36 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
The website exists to display the relations between mercs. This cannot be done in the personnel manager, as the code is an absolute trainwreck (and there is no space for it anyway). A website allows a much easier display of anything.

If this feature is off, the website still displays the base opinion and the sexism/racism/etc. opinion modifiers. They aren't displayed anywhere else in the game, so I think there is some justification for it.

Hiding a laptop bookmark is surprisingly difficult. I would have to alter at least 5 different code locations for this. I am currently not in the mood to perform this just to fulfil someone's sense of asthetics. Wether this is arrogant is currently of no consequence to me Smile


Re: New Feature: Dynamic opinions[message #333823] Sat, 21 June 2014 00:16 Go to previous messageGo to next message
Charlie_May

 
Messages:27
Registered:March 2009
Alright. I understand if the website is too difficult/cumbersome to remove. I could have guessed that this was the problem, because usually your features are quite customizable, which I appreciate. As I said, it was only a minor gripe anyway.

I don't care if you are being arrogant or not. At the end of the day, you've earned the right to be a little arrogant at least, because you do a wonderful job on the mod, and the good things that you added will always outweigh the features that I find less desirable. For example, it always irked me a little that I couldn't turn off Headrock's facilities system COMPLETELY if I felt like it (with no traces of it remaining) but in the end, his suppression system is my favorite feature of 1.13 (the one that I most miss when I play vanilla), so I couldn't complain... And for the same reason, I can't complain to you. I'm sorry if I sounded whiny in asking you to remove the website.



Re: New Feature: Dynamic opinions[message #333828] Sat, 21 June 2014 03:54 Go to previous messageGo to next message
anv

 
Messages:231
Registered:March 2013
Way I see it, unlike many other features, opinions don't require micromanagement, bah, they work better if Player just lets them happen in the background (with exception of IMP occasionally butting in, but that can be ignored too). The more out of control, the better. Sometimes one accident of friendly fire can launch a spiral of hate, sometimes mercs work together like a clockwork, what can you do? Giant party to celebrate victory? Sure, but that's it. On Player's side, he just has to react to results of events - separate enemies, keep buddies together for optimal performance. Fact that opinion values can be traced back to specific events only enrich a game narration. Charlie_May has a point however about MeLoDY breaking suspension of disbelief.

In vanilla all used opinion values were hidden from Player, only feedback being occasional whining and threats to quit (and that's only for few buddies/foes, those with ~+10/-10 modifiers were hidden without looking into game files). Figuring out likes/dislikes was part of fun (before Internet broke everything).

At the moment MeLoDy is only source of feedback about opinions, but with upcoming dynamic opinion dialogue its significance will be partially lifted from the website. Maybe they should start taxing you for using their services and show event modifiers with a delay (one day to process every event)? Another idea - show detailed values only if deputy or snitch (shameless snitch pitch Razz) is present in squad (someone who actually keeps track of opinion events and can pass them to MeLoDy analysts), otherwise only show estimated values?


Re: New Feature: Dynamic opinions[message #333836] Sat, 21 June 2014 10:44 Go to previous messageGo to next message
Maalstroom

 
Messages:344
Registered:December 2008
Location: en route to San Hermanos
I love anvs ideea about the presence of the snitch.. Spreading gossip is funny but it would be even funnier if the asshole would start rumours too, just to poison the well.
Re: New Feature: Dynamic opinions[message #333920] Sat, 28 June 2014 13:43 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Update: r7297 and GameDir r2058 introduce Dynamic dialogue, which is tied to this feature. It also introduces some new events:
; sometimes another mercs can interject in an ongoing argument. If it is an IMP, the player can choose what to say
; There is a chance that parties in the argument alter their opinion towards the 'interjector' depending on the statement

; someone argued against/for us
OPINIONEVENT_AGAINST_US                       = -2
OPINIONEVENT_FOR_US                           =  2

; someone argued against/for the othe side of the argument
OPINIONEVENT_AGAINST_ENEMY                    =  1
OPINIONEVENT_FOR_ENEMY                        = -1

; someone attempted to solve the argument by taking a reasonable stance, and we like/dislike that
OPINIONEVENT_SOLVECONFLICT_REASON_GOOD        =  2
OPINIONEVENT_SOLVECONFLICT_REASON_BAD         = -2

; someone attempted to solve the argument by taking an aggressive stance, and we like/dislike that
OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD    =  3
OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD     = -3
These events can happen as a result of the dialogue.

Also, events that happened more than 4 days ago are no longer forgotten. Those events are no added to 'longterm opinion memory'. The total sum of dynamic opinions of a day, divided by 5, is added before that day's events are deleted. This simulates that memory fades, but you still somewhat remember things. It is listed as Past Grievances on the MeLoDY website.

Also, the new ini option DYNAMIC_OPINIONS_SHOWCHANGE controls whether you will get a small message in your log whenever an opinion event happens. The colour indicates whether opinion was raised (green) or lowered (red).


Re: New Feature: Dynamic opinions[message #334031] Sun, 06 July 2014 14:21 Go to previous messageGo to next message
Thor

 
Messages:432
Registered:February 2007
Location: Belgium

Nice feature!
However, I have noticed that a dialogue also starts when a merc bandages himself... An IMP can then give an opinion on who to support... which in this case results in two options to support the same merc.

Also, I know it's easiest to have numbers like +10 or -10... It doesn't give any problems concerning translating, but how do these values work? Are there any refernce points that can give a clue? From what negative or positive value can you notice an impact concerning morale? From what negative value does a character start to have real issues working with another one and quits? -20? -50? -100? Or is this "tolerance barrier" for everybody different?
Re: New Feature: Dynamic opinions[message #334093] Tue, 08 July 2014 22:15 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Fixed in r7315.

A merc's opinion on someone else is always between -25 and 25. Every hour, morale gets updated according to a somewhat complicated formula. Afaik the maximum possible change due to this -3 to 3 morale per hour.

Morale itself is between 0 an 100, default being 50. If morale is low, your mercs sound somewhat annoyed with you Smile

A merc will not renew the contract if
  • one of his personal enemies is around, and none of his personal friends or
  • he thinks the mercenary death rate is to high or
  • his morale is too low. This is indeed an individual value: his morale is too low if
    morale < (100 - bReputationTolerance ) / 2.
    If bReputationTolerance == 101 this won't be checked though


Re: New Feature: Dynamic opinions[message #334095] Tue, 08 July 2014 22:26 Go to previous messageGo to next message
Thor

 
Messages:432
Registered:February 2007
Location: Belgium
Aha, thanks for the info Wink Always good to know these things^^
Re: New Feature: Dynamic opinions[message #334097] Tue, 08 July 2014 23:18 Go to previous messageGo to next message
Randok

 
Messages:323
Registered:March 2004
I still think that should be left to the system: one square-one information.
It can replace the square on the mini icon of tank.
PS This post should be in "Drivable Vehicles"

[Updated on: Wed, 09 July 2014 11:04] by Moderator

Re: New Feature: Dynamic opinions[message #334098] Tue, 08 July 2014 23:24 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
I assume that post belongs somewhere else Wink


Re: New Feature: Dynamic opinions[message #334099] Tue, 08 July 2014 23:43 Go to previous messageGo to next message
Randok

 
Messages:323
Registered:March 2004
Sorry.
Please move my post to "Drivable Vehicles"
Re: New Feature: Dynamic opinions[message #335631] Mon, 08 September 2014 08:56 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Concerning wage comparison, JA2_Options.ini states for WAGE_ACCEPTANCE_FACTOR:
Quote:
if a merc A notices that merc B's mean wage times exp level(B)/exp level (A) times this is greater than their mean wage, he can get a negative opinion of merc B
So
//Pseudo
if ( WAGE_B * EXP_B / EXP_A * WAGE_ACCEPTANCE_FACTOR > WAGE_A ) then problem


I believe this description to be wrong. A level 10 merc with the same salary as another one on level 1 would have 10 times the WAGE * EXP value. Also, a higher WAGE_ACCEPTANCE_FACTOR would mean more trouble with wages as two mercs of the same level earning the same cash would always bicker if the value is greater than 1.

Is it possible that it's WAGE / EXP and that the acceptance factor boosts the side of A? As in
//Pseudocode
if
 WAGE_B / EXP_B
 >
 WAGE_A / EXP_A * WAGE_ACCEPTANCE_FACTOR
then
 bicker

Might be a twist in the comment. Or am I mistaken?
Re: New Feature: Dynamic opinions[message #335646] Mon, 08 September 2014 23:12 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
A gets offended of B if
mean wage(B) >= ( WAGE_ACCEPTANCE_FACTOR  * level(B) / level(A) ) * mean wage(A)

which equals
mean wage(B) / level(B) >= WAGE_ACCEPTANCE_FACTOR * mean wage(A) / level(A)


If, for whatever unbalancing reason, a lvl 10 an a lvl 1 merc earn the same, then the lvl 10 merc will complain if WAGE_ACCEPTANCE_FACTOR <= 10. The higher the factor, the less complaining.

Remember, if the above condition is fulfilled, A complains. If it is not fulfilled, this does not mean that B will complain - you have to switch their roles to find out.


Re: New Feature: Dynamic opinions[message #336252] Sat, 27 September 2014 23:23 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
As or r7533, new events were added:
  • If one of our mercs kills an enemy in a very graphic way, others might cheer - or be appalled. Their reaction depends on wether they are a good person, pacifist, malicious, agressive or psychotic (or under psycho drugs)
  • If a merc is trained by someone else, they can be thankful if they learn something.

A notable fix should increase the frequency with which mercs agree with someone else. Especially if someone thanks them, mersc are now more likely to say 'thank you' instead of starting a flamewar Wink

The dialogues has been reordered, this should make it easier to add new ones. Not that anybody else is doing that Wink

Adding dialogues is tedious, so I'm not sure when I'm going to be motivated for more. I need a pause.


Re: New Feature: Dynamic opinions[message #336489] Tue, 07 October 2014 13:40 Go to previous messageGo to next message
grim

 
Messages:336
Registered:July 2006
Location: France
While testing silversurfer's fragmentation changes on explosives (on Arulco Revisited + ver 7535 and latest dir), i encountered a strange side effect affecting merc dynamic opinions:

The enemy radio operator ordered an airstrike on my position.
The mortar explosions sent fragments all over the place, hitting several of my mercs. Each time one were hit, my radio operator/squadleader lose opinion with them by 10, although he had nothing to do with the mortar strike!
Re: New Feature: Dynamic opinions[message #336511] Wed, 08 October 2014 21:01 Go to previous messageGo to next message
sylar951

 
Messages:55
Registered:December 2013
so how to increase opinion permanently between mercs?
Re: New Feature: Dynamic opinions[message #336652] Mon, 13 October 2014 23:39 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
sylar951
so how to increase opinion permanently between mercs?
The events themselves are forgotten after 4 days. However, as of r7297, (the sum of opinion events of the 4th day) / 5 is added to long-term memory and is thus permanent.

@Grim: Hmmm. Have to check.


Re: New Feature: Dynamic opinions[message #336665] Tue, 14 October 2014 13:04 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Grim
While testing silversurfer's fragmentation changes on explosives (on Arulco Revisited + ver 7535 and latest dir), i encountered a strange side effect affecting merc dynamic opinions:

The enemy radio operator ordered an airstrike on my position.
The mortar explosions sent fragments all over the place, hitting several of my mercs. Each time one were hit, my radio operator/squadleader lose opinion with them by 10, although he had nothing to do with the mortar strike!
Can you post a savegame? This sounds like it might be situational.


Re: New Feature: Dynamic opinions[message #336666] Tue, 14 October 2014 13:49 Go to previous messageGo to previous message
grim

 
Messages:336
Registered:July 2006
Location: France
Unfortunately no, i will try to keep one if it happens again.
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