Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » Delete MOBILE_MILITIA
Delete MOBILE_MILITIA[message #352592]
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Fri, 02 March 2018 20:56
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Years ago, Headrock coded mobile militia. Mobile militia is basically all militia outside of town sectors (back then, having militia outside of towns was an exciting new feature in itself). Mobile militia move in a random direction every 2 hours. The possible directions can be restricted by RESTRICT_ROAMING by using this:
However, we nowadays can order militia to move similar to mercs, can determine how many to move, and much more.
While our normal approach is to just let both features coexist, bloating the code, I'm currently cleaning up a bit. So I would like to remove MOBILE_MILITIA in its entirety.
Does anybody have a good reason why I should not do so? Generic 'it was always there' does not count, as this is not a vanilla feature. If not, i'm going to delete this soon. And no, I'm not going to put this to vote. This is not a democracy.
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: Delete MOBILE_MILITIA[message #352594 is a reply to message #352592]
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Sat, 03 March 2018 04:47
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Hanokh1967 |
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Messages:14
Registered:December 2007 Location: Outer Banks, NC USA |
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I would vote for leaving both systems. An unreliable, uncontrollable, militia seems more realistic to me. The US military could not depend on ARVN troops in Vietnam nor current Iraqi and Afghan forces to follow orders(or even trust them not to switch sides). With 100% control of the militia only, the game would become even easier than it already has become. One could zerg the whole game by capturing the HQ, hiring a couple of teachers, and then having the militia do all the fighting. Also there is so much micromanaging now, please leave the option to not do so with the militia.
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Private
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Re: Delete MOBILE_MILITIA[message #352597 is a reply to message #352594]
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Sat, 03 March 2018 08:43
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bigalmoho |
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Messages:35
Registered:January 2016 |
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I would ask: Does leaving it in, harm further development of the new system? and if not, why bother?
I, personally, would not like to see anything hold back the refinement and fine tuning of the new Militia system (just because, given the right time and circumstances, the Militia might desire to be trained into units that that can be sub-divided into units that can be tasked separately (especially in tactical)...
After re-reading the above, forget the local Militia, but the PMC "Militia" would logically have more training in being able to be controlled by the player, such that units and sub-units, could use formations and possibly immediate action drills (sneak or not, crouch or crawl etc.)
p.s. there are many ways to keep from making the game easier such as increasing the cost of PMC, requiring a period of in-country training, etc.
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Private 1st Class
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Re: Delete MOBILE_MILITIA[message #352600 is a reply to message #352599]
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Sat, 03 March 2018 12:48
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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silversurfer wrote on Sat, 03 March 2018 11:46
... but it would probably cause an uproar... ;-)
... and may force me to stay with the last version which has what i still want.
Besides, i rarely use militia, mostly for off map support because of unlimited resupply,
and often move them to other sector or lock in building&all get down every turn
so i can fight easy defense battles without their interference.
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Master Sergeant
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Re: Delete MOBILE_MILITIA[message #352601 is a reply to message #352600]
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Sat, 03 March 2018 13:48
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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@Hanokh1967: MOBILE_MLITIA requires micromanaging as well, as one risks militia running off to die a pointless death, or getting in lost in the middle of nowhere. To combat both, one has to constantly restrict their movement options. One can also zerg the game by MOBILE_MILITIA the same way.
@bigalmoho: In general, this hurts the development process insofar as that the code is increasingly cluttered with outdated code. Think of our code as the kitchen of a shared flat: there is lots of old stuff that nobody is sure whom it belonged to and is no longer needed, but we don't throw it away because 'someone else might still have need for it'.
In this specific case, all militia training/movement/promotion/payment code is a lot more complicated due to this, a mobile militia alters all of that. Which is rather silly, considering that they are just militia in non-city sectors that are prompted every 2 hours to teleport to a random adjacent sector.
@silversurfer: While I'd like to at least cull the old trait system, these systems are genuine vanilla systems and thus any attempt to do so would cause a lot of backlash, so no.
Frankly, pretty much all code could use a revamp, as you likely know. I'm currently trying to make the assignment menu code at least a bit smaller (it's absurd that when adding a new assignment, 90% of the code is just getting that stupid menu to work).
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: Delete MOBILE_MILITIA[message #352610 is a reply to message #352609]
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Sun, 04 March 2018 01:05
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Gopan |
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Messages:397
Registered:June 2016 Location: Norway |
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Yeah, get rid of the mobile militia, they are not completely useless but almost never where you need them to be in order to reinforce town militias. It's a coin toss. They disobey the restricted roaming rules and go wherever they please anyway, with 225 of them max cannot zerg the whole map nor do i like that. The main fighting force are the mercs, Militia is slowing the enemy down from retaking sectors but Mobile Militia is expendable cannon fodder and a waste of resources. Even if they manage to form a large group, eventually it gets worn down by enemy groups until they are all dead.
I also wonder about the same features as Silversurfer does. I would love for the classic interrupt system and OCTH to remain in the game alongside NCTH and improved interrupts. I always play with OCTH and instant interrupts on spotting, same as in vanilla. Here's an example : Reaper gets an interrupt through his sniper scope and gives interrupts to nearby mercs. Some of them have low stats, not the necessary equipment or even line of sight to the specific enemy, so it's a wasted gesture. They may try to move or exchange items but they may also put themselves in the LoS of the enemy. Risky. By keeping both old and new ways, players can try them both and see what they like, not everyone is comfortable with NCTH and improved interrupts. By the way, that feature also works for the enemy, right ? They cause enough damage without giving them improved interrupts, lol . I think that they do get them anyway as it is. Sorry for my ranting.
But yeah, getting rid of the mobile militia, you have my blessing.
[Updated on: Sun, 04 March 2018 01:07]
Nipson anomimata mi monan opsinReport message to a moderator
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Master Sergeant
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Re: Delete MOBILE_MILITIA[message #352665 is a reply to message #352610]
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Sat, 10 March 2018 17:37
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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As of r8542 & GameDir r2411, this feature, it's settings and xmls have been removed:
- Map/RestrictedRoamingMilitia.xml has been deleted. It was read but it data was already not used for several years, making an excellent point about why removing stuff is necessary.
- Map/DynamicRestrictions.xml has been removed.
- The <ubMobileMilitiaTrainersAllowed> and <usMobileMilitiaTraining> tags were removed from Map/FacilityTypes.xml
- In JA2_Options.ini, MILITIA_COST_MULTIPLIER_MOBILE, DAILY_MILITIA_UPKEEP_MOBILE_GREEN/REGULAR/ELITE, all [Mobile Militia Training Settings] and all [Mobile Militia Movement Settings] were removed.
This change is savegame compatible.
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: Delete MOBILE_MILITIA[message #352666 is a reply to message #352665]
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Sun, 11 March 2018 02:11
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Hanokh1967 |
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Messages:14
Registered:December 2007 Location: Outer Banks, NC USA |
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Too bad. I guess one will now just pick a build that has the features one likes, while you make your own personal game whether anyone likes your additions\subtractions. Perhaps 1.13 development should be ended with a particular build that has nothing removed and Flu's Mod 1.0 should be a separate game.
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Private
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Re: Delete MOBILE_MILITIA[message #358574 is a reply to message #353218]
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Thu, 28 November 2019 18:04
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LoTeK_ |
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Messages:12
Registered:December 2013 Location: Italy |
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Yes, I had it. But unfortunately I was not here to comment and I just discovered about it in the worst way, by playing ingame at the third restart.
As I recall this was about mercenaries killing evil queens not about babysitting militia around. I was much happy with the old situation where mobile militia quite arranged for themselves and I could focus on playing the game with my teams. It was a little help not an army I had to focus with.
As far as I'm getting now I have to micro on militia if I want them, must have facilities populated with mercs I'd have to remove from active duty, or must have radio operator near sector, or.. Just no. Cleanup is good but removing good features not much. If someone likes that then put a switch on/off on it?
EDIT: I tried changing the option INI file to get something working but the game is started now probably the change isn't taking effect so goodbye MM for me. Would have to restart. You know what? Have the game your way I'm unistalling tired of restarting.
[Updated on: Thu, 28 November 2019 18:20] Report message to a moderator
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Private
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