Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: individual militia
Re: New feature: individual militia[message #346368 is a reply to message #346308]
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Mon, 25 July 2016 20:25
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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A militia member with a certain profile, does it keep the same gear all the time? And the same stats? That would be some major improvement already... Then at least you know that you want to always keep e.g. Daniel Soto & Dolores Madrazo around you etc. ;) Maybe their stats can also be shown in their profile?
Is it so tedious coding-wise to store each militia member with their inventory @ first creation & have it updated every first creation after a promotion? Then you know a bit what this or that merc stands for...
[Updated on: Mon, 25 July 2016 20:33] Report message to a moderator
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Master Sergeant
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Re: New feature: individual militia[message #346369 is a reply to message #346368]
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Mon, 25 July 2016 20:42
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Flugente- The stats and level of a militia/enemy/civilian are highly dependent on game progress, sector distance to the queen's palace and other factors. A militia created in Meduna with progress 100 vastly outclasses a militia created in Drassen with progress 5. If we want militia to carry over these stats, we have to essentially revamp the entire system, not only for militia, but for everyone. I do not want to do such a massive change right now.
- Manually outfitting militia with items. Managing the inventory of 64 mercs can already get tedious (even though I've made work easier for me by having their inventories as streamlined as possible). Additionally managing hundreds of militia... bah. Too much for me.
Additionally, the UI work required isn't exactly tiny, either. - Traits are closely interwoven with items. If we can't control what stats and items a militia gets, there is no point in deciding their traits.
- Apart from the money aspect, there isn't much reason to manually handle promotions instead of promoting militia asap. So this can't be set either.
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.Report message to a moderator
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Re: New feature: individual militia[message #346446 is a reply to message #346444]
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Tue, 02 August 2016 21:07
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ratpaz |
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Messages:137
Registered:April 2015 Location: Italy |
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Flugente wrote on Tue, 02 August 2016 12:14Hmm, that's new. Do they also not appear in the sector?
They do appear in the strategic and tactical map, they are not present just on the website and they can be also moved between town sectors without problems even if i get the usual error message: Not enough individual militia found in MoveIndividualMilitiaProfiles
Inukshuk wrote on Tue, 02 August 2016 15:38I thought I had that problem too...with interrogated soldiers not being listed, but it seemed to fix itself soon. Perhaps it was shuffling militia between sectors or just zooming into tactical that did it, but eventually they were listed.
Still haven't checked if with time they will fix themself, will see.
Wait i think it's the same bug i experienced when i hired from Kerberus, they do appear in the website, but as green militia and with different profile.
Edit: it seems the militia fixed itself after a while, even if the error message when i try to move her still remain, also the "ghost" green militia is still there as well.
[Updated on: Tue, 02 August 2016 21:24] Report message to a moderator
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Sergeant
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Re: New feature: individual militia[message #346787 is a reply to message #346537]
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Fri, 02 September 2016 06:30
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Boojum |
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Messages:11
Registered:September 2016 |
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Excuse me if I'm annoying, but Russian names are quite odd.
First off, some of them aren't Russian, but Bulgarian, Polish, Ukrainian, Russian Jewish and Caucasian. Is that intended? Just asking (I see no problem with it as it makes the game more realistic).
Second issue is that some of them are too obsolete and archaic (like Amvrosy) and are no longer in use.
If you are interested, I could provide a file without these archaic names or with them somehow marked, but as far as I understand I'll be able to post links only when my message count will reach 10.
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Private
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Re: New feature: individual militia[message #346793 is a reply to message #346790]
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Fri, 02 September 2016 19:19
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Boojum |
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Messages:11
Registered:September 2016 |
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Quote:The term "Russian names" is probably misleading. Let's just say they are of slavic origin or from the former soviet republic. The names have been overhauled in GameDir 2329 by Elvis_A.
If you would like some specific name replaced please tell the name and the possible substitution. Telling the name alone won't help because we need to replace it with something better. We won't just remove it.
Here is an example:
wikisend.com/download/633208/MilitiaIndividual.xml
Some names are incorrectly spelled (Ansastasia, Amrovsy, Zoinoviy); they were corrected. Some names like Afanasy, Panteley, Yefim, Aventina aren't in use since probably XIX cent.; they are replaced by widely used names like Vitaly, Evgeny, Alexandra, Anna, Karina... (which weren't present in the stock file). There were 84 male forenames and 69 female forenames in the PMC section, in the file linked above there are 86 male and 70 female names.
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Private
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Re: New feature: individual militia[message #346801 is a reply to message #346797]
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Sat, 03 September 2016 09:52
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Boojum |
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Messages:11
Registered:September 2016 |
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That names like Grisha aren't separate names, but just hypocorisms to the other names (for example, Grisha is the hypocorism to Grigory, Katya is the hypocorism to Ekaterina, Natasha is the hypocorism to Natalia; I know Natasha is the (probably) most known Russian female forename in the West, but it isn't a 'real' name). These 'names' are in use among friends, but aren't in use as 'official' names in the lists of employees. Combining them with the surnames also is quite rare in Russian language and isn't in common use in any official communications. I also wondered why some names have two versions ('regular' version and 'small' version for the friends) while some widespread names like Evgenia haven't any version.
'Nicholas' is not Slavic name, so I replaced it by Russian equivalent Nikolay.
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Private
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Re: New feature: individual militia[message #346804 is a reply to message #346803]
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Sat, 03 September 2016 13:47
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Enneagon |
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Messages:51
Registered:July 2016 Location: Latvia |
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silversurfer wrote on Sat, 03 September 2016 11:14So instead of removing names which aren't wrong I'd propose to correct the ones that have been written incorrectly and add your new names to increase the number of names.
I also don't think we should worry about obsolete names, short forms or any exact etnical conformity at all as long there no screaming typos.
Flugente wrote on Fri, 06 May 2016 17:32PMC mercenary are russian-like. While the description I made for Kerberus potentially allows any nationality, I feel that having them immediately stand out from the locals would be good. Additionally, this lets me show off how men and women can also have different surnames.
As I understand the only goal here is to create 3 recognisably different naming lists. "Hispanic", "Russian" and "German" therefore are just very broad labels.
"Latin" and "Slavic" would probably be more appropriate labels.
Or even revert to functional labels as "local", "hired", "army" or some such.
But well, tangential discussion about labels is in itself quite... stupid (for lack of better word).
[Updated on: Sat, 03 September 2016 13:56] Report message to a moderator
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Corporal
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Re: New feature: individual militia[message #346806 is a reply to message #346803]
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Sat, 03 September 2016 19:48
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Boojum |
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Messages:11
Registered:September 2016 |
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Quote:Some players probably remember the time where we still had only a handful of names for enemy/militia profiles and on every encounter we got some "Lachlan "Sir" Botticchio" or another which made me turn the feature off.
"Sir", "tty" and so on? Yes, I remember this time too (I play 1.13 since 2011).
Quote:Especially since certain names have been adopted to other countries in their short form as a regular name.
I didn't know how wide is it. You are right. "My name is Petya Ivanov" sounds weird to me, but if this is in use in any country, why not.
If so, how about adding more short forms for more accordance (by now, some names have their alternative forms, and some haven't, which is a bit selectively)?
Quote:I also don't think we should worry about obsolete names, short forms or any exact etnical conformity at all as long there no screaming typos.
Oh... If no one will complain, you are right. But these old "Osip", "Lukyan" and so on sound just like Ealdgyth (en.wikipedia.org/wiki/Ealdgyth) or Aescwine.
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Private
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Re: New feature: individual militia[message #347531 is a reply to message #347520]
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Mon, 14 November 2016 01:04
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Yeah... I'm aware that there are bug reports for several features that I should look into. However I'm tied up with RL atm - mostly work. If all goes well, I'll have time in December again. I'm well aware that this sucks, but well, 1.13 doesn't exactly pay the bills, so job kinda goes first ;-)
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.Report message to a moderator
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Re: New feature: individual militia[message #348223 is a reply to message #347848]
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Fri, 13 January 2017 15:51
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Vincent J. Claymore |
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Messages:285
Registered:February 2011 |
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I love this feature. After more than 15 years this has made me WANT to train militia for the first time ever. Thank you for this great idea, Flugente!
Now... to bring this to the next level and really help with immersion... couldn't we add tons of individuals portraits for militia? This is something I could probably even help with, if someone can tell me the format required. I see two basic ways of increasing the number of pictures:
1) We can take the existing pictures of all in-game characters (NPC, RPC, AIM, MERC, IMPs) and edit them a little in photoshop (e.g. different hair color, altered complexion and - of course - add the green / blue beret to their heads)
2) We could just get loads of free-to-use stock pictures off the internet and bring them in the right format. These would likely be photos and mess with the current are style, BUT that doesn't seem to bother anyone with the additional IMP portraits that have been made available, so I don't think it would be a huge issue.
Not sure which of the two options would be easier to put into action, but I guess the second approach would yield more pictures than the first, as there is only so much doctoring you can do before it looks overly repetitive. What do you think?
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Master Sergeant
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Re: New feature: individual militia[message #348236 is a reply to message #348223]
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Fri, 13 January 2017 20:42
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Well. I guess we could set up a database of pics, and show one pic per merc on the website... but, well, that would be website-only. No way to see them otherwise. Apart from that, you'd need quite a few pics there - 2 genders, 4 skin colours and 5 hair colours makes for 40 combinations. And we'd want several pics for each combination... that's quite a lot.
Apart from that, the size would have to be agreed on, as well as the format. .STI has libraries we can handle, but frankly, sti sucks. We can also handle .png, which would then require single pictures.
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.Report message to a moderator
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Re: New feature: individual militia[message #348240 is a reply to message #348239]
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Fri, 13 January 2017 21:46
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Eh...
genders: {male, female}
skin colours: {pink, tan, dark, black}
hair colour: {brown, black, white, blond, red}
2 * 4 * 5 = 40
That would be all the combinations for a militia's visuals (assuming we don't further distinguish the male bodytypes).
I'm not sure what you mean by existing pictures...?
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.Report message to a moderator
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Re: New feature: individual militia[message #348241 is a reply to message #348240]
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Fri, 13 January 2017 21:56
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Vincent J. Claymore |
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Messages:285
Registered:February 2011 |
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Okay, maybe we are actually not talking about the same thing.
Here's what I mean:
When you auto-resolve a battle with militia involved, each militia member is represented by a small picture (portrait). Those same pictures are used on the "Militia Overview" website Enrico sets up for us. At the moment - as far as I can see from the 27 militia members I have trained - they all look exactly the same. There is only one picture for females and one for males. Plus different pictures with blue berets for the higher ranks of militia. I suggested to add pictures to give individual militia members individual faces. An I asked if you could pull those existing portraits currently used by the game out of the files for me, so I can use them as the basis for the new pictures I am going to create.
So even if (haven't checked if it is the case, but I would obviously take your word for it) the individual militia members have pink, tan, dark, black skin on the sector map, this is not currently represented by their portraits. Since this representation is not done in vanilla, I don't think it would have to be there when we add pictures either.
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Master Sergeant
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Re: New feature: individual militia[message #349717 is a reply to message #347531]
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Fri, 05 May 2017 16:11
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RunAwayScientist |
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Messages:84
Registered:September 2001 |
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Hey Flugente, as promised (late) I am proud to announce I figured out the issue regarding the previously mentioned bug and would like to submit it to be committed to the SVN.
Turns out the issue was with the alias types GREEN_MILITIA, REGULAR_MILITIA, ELITE_MILITIA and their scope. The alias scope did not apply to PMC.cpp or Assignments.cpp or MilitiaIndividual.cpp
Instead use SOLDIER_CLASS_REG_MILITIA or SOLDIER_CLASS_ELITE_MILITIA for function CreateNewIndividualMilitia() or include the appropriate .h/scope for those aliases to work inside of MilitiaIndividual.cpp
The alias works for StrategicAddMilitiaToSector() just fine, which is quite confusing.
[[ PMC.cpp ]] { BUGGED CODE } :
Toggle Spoiler // Flugente: create individual militia
for ( int i = 0; i < (*it).usRegulars; ++i )
CreateNewIndividualMilitia( REGULAR_MILITIA, MO_PMC, (*it).usSectorToArrive );
for ( int i = 0; i < (*it).usVeterans; ++i )
CreateNewIndividualMilitia( ELITE_MILITIA, MO_PMC, (*it).usSectorToArrive );
[[ PMC.cpp ]] { CORRECTED CODE } :
Toggle Spoiler // Flugente: create individual militia
for ( int i = 0; i < (*it).usRegulars; ++i )
CreateNewIndividualMilitia( SOLDIER_CLASS_REG_MILITIA, MO_PMC, (*it).usSectorToArrive );
for ( int i = 0; i < (*it).usVeterans; ++i )
CreateNewIndividualMilitia( SOLDIER_CLASS_ELITE_MILITIA, MO_PMC, (*it).usSectorToArrive );
[[ Assignments.cpp ]] { BUGGED CODE } :
Toggle Spoiler
// Flugente: create individual militia
for ( int i = 0; i < turnedmilitia[PRISONER_ADMIN]; ++i )
CreateNewIndividualMilitia( GREEN_MILITIA, MO_DEFECTOR, SECTOR( sMapX, sMapY ) );
for ( int i = 0; i < turnedmilitia[PRISONER_REGULAR]; ++i )
CreateNewIndividualMilitia( REGULAR_MILITIA, MO_DEFECTOR, SECTOR( sMapX, sMapY ) );
for ( int i = 0; i < turnedmilitia[PRISONER_ELITE] + turnedmilitia[PRISONER_OFFICER]; ++i )
CreateNewIndividualMilitia( ELITE_MILITIA, MO_DEFECTOR, SECTOR( sMapX, sMapY ) );
[[ Assignments.cpp ]] { CORRECTED CODE } :
Toggle Spoiler
// Flugente: create individual militia
for ( int i = 0; i < turnedmilitia[PRISONER_ADMIN]; ++i )
CreateNewIndividualMilitia( SOLDIER_CLASS_GREEN_MILITIA, MO_DEFECTOR, SECTOR( sMapX, sMapY ) );
for ( int i = 0; i < turnedmilitia[PRISONER_REGULAR]; ++i )
CreateNewIndividualMilitia( SOLDIER_CLASS_REG_MILITIA, MO_DEFECTOR, SECTOR( sMapX, sMapY ) );
for ( int i = 0; i < turnedmilitia[PRISONER_ELITE] + turnedmilitia[PRISONER_OFFICER]; ++i )
CreateNewIndividualMilitia( SOLDIER_CLASS_ELITE_MILITIA, MO_DEFECTOR, SECTOR( sMapX, sMapY ) );
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