Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Radio Operator  () 1 Vote
Re: New Feature: Radio Operator[message #327412] Thu, 31 October 2013 20:38 Go to previous messageGo to previous message
Flugente

 
Messages:3482
Registered:April 2009
Location: Germany
A very interesting point for modders: I also added the possibility to chain explosives. By adding x to an explosive item, an explosion of this item will additionally cause an explosion of item 'x' at the explosion's location. For example, the new mortar signal shell only causes red signal smoke to be created, but it is linked to item #1699 - Flare Internal - which causes a short-lived illumination effect. This can be chained, so you can have explosives with multiple effects. Like vacuum grenades that send out frags and cause fire, or whatever stuff you can come up with. However, be warned! You can create a loop with this (effect A calls effect B calls effect A calls effect B...), which will crash the game. So be careful.

@DepressivesBrot: When calling artillery from other mercs, mortar rounds will be launched in the order they are found in their inventory. Thus the order is determined by the internal sorting of their inventory slots.

The signal shell (call to militia/enemy) is launched immediately. The barrage arrives at the beginning of the next turn if calling to militia/mercs, and one turn later for the enemy (otherwise the player has no time to react to it, which proved to be very frustrating during testing).

@Maalstroom: The shells are removed from mercenary inventories at the moment the attack is commanded. Think of it as 'the rounds need one turn to fly' or sth like that. Imagine they are rapid-fired... Continuing spreading of those shells over multiple turns sounds good, but isn't - remember that the shells are spread. 2 shells per turn on a large region isn't much, and everybody would avoid that region in subsequent turns, making artillery only useful against static targets, which we don't have a lot of. I want artillery to be able to blast an entire squad in a single turn, not to be a tad more realistic but useless. As far as the exploit goes - the AI has access to this too... an more opportunities than you to use it.


 
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