Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Town Defense (Pre Battle deployment, reinforce militia)
cloud107.png  Town Defense[message #345852] Mon, 06 June 2016 02:04 Go to next message
Sukha

 
Messages:17
Registered:December 2007
Not sure if this was brought up before, sorry if it was. (didn't exactly know how to phrase this in the search engine)

I was wondering if it would be possible to streamline town defending a bit, whenever a town is attacked you have to beforehand position your Mercs plant mines etc. Then the enemy can decide it wont attack this sector after all, leads to frustrating experience.
If we could get the ability to have 1 turn to freely position our troops anywhere on the map put sandbags, mines etc. This should be possible because it can already be recreated using cheats, teleporting Mercs around and skipping enemy turn.
Another nice option to have in combination with this is to be able to be called in to the sector that is being attacked. If I have Mercs in Drassen Airport I should be able to react to other Drassen sectors being attacked without micromanaging and trying to guess where the AI is actually attacking. So as we get a popup "Do you want militia help attacking this sector?" the same way Defending Militia would give us a popup "Do you want to reinforce Defending Militia in ** sector?". Your Mercs would then be moved into defending battle and the planning turn.

Just my 2c, plz donĀ“t kill me if this was brought up before thx! creepy

[Updated on: Mon, 06 June 2016 02:05]

Re: Town Defense[message #345855 is a reply to message #345852] Mon, 06 June 2016 06:56 Go to previous messageGo to next message
ratpaz

 
Messages:129
Registered:April 2015
Location: Italy
I 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.
Re: Town Defense[message #345856 is a reply to message #345852] Mon, 06 June 2016 07:31 Go to previous messageGo to next message
sevenfm

 
Messages:1332
Registered:December 2012
Location: Under the Mountain
Should 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.



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Re: Town Defense[message #345860 is a reply to message #345855] Mon, 06 June 2016 11:11 Go to previous messageGo to next message
Sukha

 
Messages:17
Registered:December 2007
ratpaz wrote on Mon, 06 June 2016 05:56
I 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 06:31
Should 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]

Re: Town Defense[message #345862 is a reply to message #345860] Mon, 06 June 2016 13:18 Go to previous messageGo to next message
silversurfer

 
Messages:2157
Registered:May 2009
"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.



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

Re: Town Defense[message #345863 is a reply to message #345862] Mon, 06 June 2016 14:29 Go to previous messageGo to next message
Sukha

 
Messages:17
Registered:December 2007
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]

Re: Town Defense[message #345868 is a reply to message #345863] Mon, 06 June 2016 17:41 Go to previous messageGo to next message
silversurfer

 
Messages:2157
Registered:May 2009
Sukha wrote on Mon, 06 June 2016 13:29

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....

That's why I'd support the trait feature. With that you could see where the enemy is moving so you can tell which sector the enemy will be attacking.
It could be implemented in a way that doesn't require an assignment and works as a passive bonus like the "show enemies in adjacent sectors". Currently the game doesn't care if the scout is asleep. It will still show enemy troops around him so it might as well show their direction but that's enough help for defense planning for my taste.




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

Re: Town Defense[message #345883 is a reply to message #345868] Wed, 08 June 2016 16:11 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
Isn't A.C.A facility assignment providing this info already?
Re: Town Defense[message #345884 is a reply to message #345883] Wed, 08 June 2016 16:46 Go to previous message
sevenfm

 
Messages:1332
Registered:December 2012
Location: Under the Mountain
Elestir wrote on Wed, 08 June 2016 18:11
Isn'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]




Stable 7609+fix (06.09.2017)
Stable 7609+AI (r512 19.09.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


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