Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » Town Defense (Pre Battle deployment, reinforce militia)
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Re: Town Defense[message #345860 is a reply to message #345855]
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Mon, 06 June 2016 11:11
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Sukha |
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Messages:37
Registered:December 2007 |
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ratpaz wrote on Mon, 06 June 2016 05:56I don't understand exactly what you mean for the first option, but second one would be nice to have
I would like to reinforce my militia just like militia can reinforce my mercs.
What I want is when you get attacked in town you go to the tactical battle and have 1 turn of basically cheat mode. Teleport your mercs around to any position and put mines and stuff instantly on the battleground from your inventory.
So instead of doing this all preemptively awaiting enemy attack, you could do it super fast in 1 turn when u get attacked.
sevenfm wrote on Mon, 06 June 2016 06:31Should be enough to know exactly what sector enemy plans to attack (direction of enemy squad movement) using radio operator or snitch or scout trait, because movement between city sectors is much faster than outside.
Another good idea for defence is to manually set militia positions, so they will remember them between battles and appear there when recreated.
Integrating this into radio operator would work too I guess. I am just finding many things in JA2 1.13 a bit too tedious and would like some streamlining.
Setting militia positions could be a thing too, I personally would disable this option because it would give player too much control.
[Updated on: Mon, 06 June 2016 11:14] Report message to a moderator
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Private 1st Class
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Re: Town Defense[message #345863 is a reply to message #345862]
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Mon, 06 June 2016 14:29
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Sukha |
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Messages:37
Registered:December 2007 |
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silversurfer wrote on Mon, 06 June 2016 12:18"No" to 1 and "No" to 2 from my side. Players are supposed to plan their defenses instead of using some cheat mode.
Showing enemy movement directions, like Seven suggests, could be an option as part of the scout trait. I would restrict it to a "scouting" assignment however. Can't scout while sleeping, repairing stuff or hanging out at the bar.
But your militia is there and giving you info on enemy movement anyway....
A scenario: I put 6 soldiers on different duties, repair train etc.
I see enemy near Sector E13 I move my 6 soldiers to E13, put them in position, reasign all roles turn the clock forwards. The enemy moves next to C13, again I move to C13 reasign, position, turn the clock forwards....
Question: What have I achieved? What kind of RolePlay exactly am I doing here? Its just tedious stuff. Might as well let them attack, note which sector got attacked, reload, move to sector that got attacked and hope its attacked again. Doing all the reassigning or preparing for battle every time Im expecting an attack gets old really fast.
PS. most options in 1.13 are optional. Hell the Reinforcements feature can be turned on/off in difficulty...
I only mentioned cheat mode to prove a point that its doable already without modifications, albeit impractical, but doable. Plenty of games have pre battle deployment. Total War comes to mind, just played some Warhammer not long ago.
[Updated on: Mon, 06 June 2016 14:30] Report message to a moderator
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Private 1st Class
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Re: Town Defense[message #345884 is a reply to message #345883]
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Wed, 08 June 2016 16:46
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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Elestir wrote on Wed, 08 June 2016 18:11Isn't A.C.A facility assignment providing this info already?
No, it will only give exact enemy numbers.
Update:
You can know enemy direction by using:
1. Radio operator (set him to "Radio scan"). There's a chance that he will detect enemy squad and it's movement direction.
2. Use facility assignment (A.C.A Building or other facilities in mods), this will allow you to detect enemy presence and direction depending on facility type (close range detection, dynamic militia roaming detection, long range detection, global detection).
Note: Detecting enemy direction by using facility assignments doesn't work in official 1.13 because of bug in UpdateStrategicDetectionLevel().
Also, ScoutIsPresentInSquad() doesn't check if soldier is sleeping or on assignment, it only checks that he is alive, not vehicle and not prisoner.
[Updated on: Wed, 08 June 2016 22:05]
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