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Militia patrol[message #354315] Sun, 12 August 2018 05:53 Go to next message
Shinobi

 
Messages:144
Registered:July 2015
Location: Mexico
so, since Deidranna has become a bit more aggressive i've been forced to use my militia for more than merely deterrence.
and the thing is... so frustrating to be honest.
i can't help but feel powerless when the militia just runs straight into an ambush or horribly misses a shot and kills a fellow partisan.
so i thought "man, wish i could control these guys" but then i thought of multiple reasons of why that's not a thing yet, long story short.
i thought of many ways this could work, and then i saw how the fortification system works, and i thought hey what about this?

so i thought it'd be nice if you could like make paths or zones where one or more militiamen are set to cover or patrol around.
this serves so everytime an attack happens militia is already positioned in a place where you can just tell them to cover, attack, get down, etc.

also it´d be cool if you could use mercs with headset radios could send orders to individual militia instead of having to use the "ALL" option.



Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.
Re: Militia patrol[message #354318 is a reply to message #354315] Sun, 12 August 2018 13:28 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
If I recall, sevenfm added a way to give militia more precise orders, which they also followed, in his exes (r7609-based). This is not in the trunk however.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

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.


Re: Militia patrol[message #354323 is a reply to message #354318] Sun, 12 August 2018 19:26 Go to previous messageGo to next message
Shinobi

 
Messages:144
Registered:July 2015
Location: Mexico
How did that worked? It'd be Nice to have that implemented, althought my idea is more about having militia ready for enemy attack instead of having them scrambled all around and having all those unlucky militia on the edge of the map caught with their pants down on the first turn

[Updated on: Sun, 12 August 2018 19:27]




Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.
Re: Militia patrol[message #354324 is a reply to message #354323] Sun, 12 August 2018 19:51 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
sevenfm knows better than I do, he coded it after all (I think there also was a yt video?).

Having the militia all clustered up and ready seems way to exploit-like. I mean, if the enemy forces don't do that, why should the militia? You can still prepare them prior to combat by visiting a sector you assume to be attacked soon-



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

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.


Re: Militia patrol[message #354325 is a reply to message #354323] Sun, 12 August 2018 20:59 Go to previous messageGo to next message
sevenfm

 
Messages:1662
Registered:December 2012
Location: Soviet Russia
Shinobi wrote on Sun, 12 August 2018 21:26
How did that worked?



This feature was coded years ago for a separate experimental branch but I never had time/motivation to code it into the trunk or at least update to actual Ja2+AI project.
Changing default spawn positions for militia should be possible (currently they simply use enemy positions as far as I know), but I never implemented that.



7609+fix | 7609+AI (r789) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Militia patrol[message #354327 is a reply to message #354324] Sun, 12 August 2018 22:27 Go to previous message
Shinobi

 
Messages:144
Registered:July 2015
Location: Mexico
having militia clustered up is just what i don't want to do lol, way too much room for friendly fire (specially when they seem to take a while to properly hit their actual targets)
i just sort of want to set them up in strategic points covering up the mercs providing mostly supressive fire and avoid them getting themselves caught in "that" spot where bullets seem to fly from every angle.
plus that sort of strategy would involve more casualties than any other with the enemies interrupting the militia almost in every turn.
so i think having something like that would be a nice twist to the current militia which serves mostly for merely deterrence for enemies to wait maybe a couple of hours before attacking.
that'd be cool too if you could actually select "go to sector" in the strategic screen even without mercs on a sector so you get a more accurate result rather than the auto-resolve option which feels a bit weird idk, i´d get that my militia lost even with a numeric advantage, like, they're not the best shots there are, but no enemy casualties? that's just sad.



Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.
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