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Expanded Feature: Move militia in strategic map, part 2[message #339332] Sun, 08 February 2015 23:57 Go to previous message
Flugente

 
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Registered:April 2009
Location: Germany
Expanded Feature: Move militia in strategic map, part 2

While we already could move militia clumsily, this was rather tedious. I have now improved that - we can order our militia around in strategic view just like our mercs or the helicopter. A little demo:



Things you should know:




  • For internal reasons, there can only be up to 30 militia groups traveling at a time.
  • Militia requires someone nearby to tell them to move. For simplicity, we require the mercs simply to not be in a coma, asleep is okay (otherwise we have to wake them up, give the order, set them asleep again - tedious!).
    This can be achieved in several ways:
    1. they are in the same sector
    2. they are in the same town (otherwise we'd have to do tedious town-internal travel)
    3. they are a radio operator in an adjacent sector
    4. they are a radio operator in a sector adjacent to the militia's town
    5. they are a radio operator in a town adjacent to the militia's sector
  • If, however, we control the Alma military HQ, and if someone capable enough - an experienced merc with enough wisdom and leadership (lvl 5, WIS 70, LDR 70) - staffs it, then we can order militia around the entire country. Because, uhm, the HQ has maps and plans and radio equipment and.. stuff.

    http://i57.tinypic.com/1q1lpz.png
  • Militia travels as fast as mercs do (without any ranger or background boni). Note, however, that they travel slower at night, because they need their sleep. You might not now that, but army patrols also do that.
  • Militia travel is similar to enemy travel. This means that during the travel, it stays in its origin sector, an once the travel is completed, it is transferred to the target sector. So this is different from mercs, who are in between sectors while traveling.
  • Traveling militia can not be redistributed in the militia redistribution screen, because duh, they are traveling.
  • Militia will engage any hostile force it encounters.
  • If your militia has gear equipped, it will move with them of course.
  • Militia will not move out of a sector if there is currently a fight in that sector.
  • The facility assignment trains leadership and wisdom a tiny bit.
  • While the HQ is staffed, mobile militia does not wander around randomly on its own. Because why should it?
  • This is incompatible with mobile militia - while this is active, mobile militia won't, because its pretty pointless in that case.
  • The previous feature is not active anymore.




Ini settings:
[Militia Strategic Movement Settings]

;------------------------------------------------------------------------------------------------------------------------------
; If ALLOW_MILITIA_STRATEGIC_COMMAND is TRUE, we can plot paths for militia jut like for merc groups or the heli.
; To command militia, display militia in the strategic map, then leftclick on a sector with militia in it.
; This requires either control and staffing of a military HQ, a merc in the same sector/town, or a radio operator in an adjacent sector.
; 
; : If ALLOW_MILITIA_STRATEGIC_COMMAND is TRUE, ALLOW_MOBILE_MILITIA and its subsequent settings are IGNORED!
;------------------------------------------------------------------------------------------------------------------------------

ALLOW_MILITIA_STRATEGIC_COMMAND = FALSE


This actually was a lot harder then I expected. While I know now how to make essentially any faction (civs, zombies...) travel, I don't currently plan so...
Updating this for individual militia will be a bloody nightmare.

Does not break savegame compatibility.

Requires exe r7727 and GameDir r2204.

[Updated on: Mon, 09 February 2015 13:07]




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.

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