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Generic militia recruits[message #307677] Wed, 18 July 2012 20:00 Go to next message
Cboen is currently offline Cboen

 
Messages:13
Registered:July 2012
I'm coming to Ja2 from X-com, and I'm wondering if it would be possible to add generic, disposable militants with random or mediocre stats for the player to hire. While I love JA2's combat and mercs, I feel kind of restricted by the lack of disposable units that I can use for high risk tactics, who I could safely sacrifice without worrying about running out of mercs to hire.

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Private
Re: Generic militia recruits[message #307701] Wed, 18 July 2012 23:30 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1502
Registered:December 2008
Yo Cboen, Welcome to the Pit! Very Happy

Soldiers the player can fully control have specific MERC IDs within the game and are defined by either the MercProfiles.xml or the PROF.DAT file.

When you look at the Data-1.13\TableData directory you see a couple of files which define player controlled soldiers:

MercAvailability.xml
MercOpinions.xml
MercProfiles.xml
MercQuote.xml
MercStartingGear.xml

From this you can tell that the interactions of a mercenary are somewhat complex, for example how this person feels about other people in the game, what their favorite statements are and so on.

While I believe it is possible to add new MERC IDs, that soldier would have no speech, no text, no opinion about other soldiers and so on.


Now for the modders out there, the problem can be solved by randomly picking voice speech, voice text, gear, and even opinions from a set of predefined choices. For example random female soldiers pick from one of the three female IMP voices, get random gear from the militia load out, and have no positive nor negative opinion about other mercenaries in the game.

To penalize the "elevation" of a militia to a MERC, they get no (or only minor) skills and traits. This simulates that you get "heroes" from AIM, "extraordinary" guys from M.E.R.C., and "mediocre" guys from hiring militia.

Since voices and text would be repetitive and overlapping with player IMP choices, a separate set of voices can be added to be used just for militia mercenaries. Fortunately there are some relatively complete voice sets available from other mods already. For example some of the "timid" sounding RPC from Vengeance Reloaded may work well (e.g. Postie).

Another alternative is to make two options, one for "IMP available in game" and the other for "can hire militia". Then modders can choose either or both (or none). This will also allow a quick approach of turning off IMP and using the data to randomly pick portrait, voice etc. for hired militias.

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Sergeant Major

Re: Generic militia recruits[message #307702] Wed, 18 July 2012 23:38 Go to previous messageGo to next message
Flugente

 
Messages:3499
Registered:April 2009
Location: Germany
Ehm.. Not sure if this is relevant, but you can always train militia. They are pretty much cannonfodder.

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Captain

Re: Generic militia recruits[message #307707] Wed, 18 July 2012 23:54 Go to previous messageGo to next message
Sam Hotte

 
Messages:1960
Registered:March 2009
Location: Middle of Germany
IIRC you can hire a new IMP whenever one of them has died. So the IMP is your never ending feed of "no name" mercs.

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Sergeant Major
Re: Generic militia recruits[message #307710] Thu, 19 July 2012 00:42 Go to previous messageGo to next message
Ethan is currently offline Ethan

 
Messages:5
Registered:July 2012
Would the IMP deaths lower my reputation so that I couldn't hire from AIM anymore?

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Private
Re: Generic militia recruits[message #307712] Thu, 19 July 2012 00:58 Go to previous messageGo to next message
Sam Hotte

 
Messages:1960
Registered:March 2009
Location: Middle of Germany
Dunno. But I'd guess that any dead PC regardless if IMP, RPC, MERC or AIM is decreasing player's reputation as employer.

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Sergeant Major
Re: Generic militia recruits[message #307785] Fri, 20 July 2012 23:21 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Cboen
I'm coming to Ja2 from X-com, and I'm wondering if it would be possible to add generic, disposable militants with random or mediocre stats for the player to hire. While I love JA2's combat and mercs, I feel kind of restricted by the lack of disposable units that I can use for high risk tactics, who I could safely sacrifice without worrying about running out of mercs to hire.


I think, this is besides all the similarities between JA and X-com one of the big differences. Soldiers in X-com are total "nobodies" (rpg-wise), while soldiers aka mercs in JA have an own personality. They are true "characters".

In X-com it's part of the game and common tactics to have some disposable personnel for risky situations.
In JA however, the player is supposed not to dispose his soldiers since there is only a limited number of them and the players reputation may suffer greatly if he allows casualties.

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Master Sergeant
Re: Generic militia recruits[message #307786] Fri, 20 July 2012 23:30 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3641
Registered:July 2009
If it's done, I think there should be a severe loyalty penalty if your team of trained professionals shies the risk and goes all like "Yo, Sch

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Captain

Re: Generic militia recruits[message #307881] Sun, 22 July 2012 11:24 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1502
Registered:December 2008
DepressivesBrot
Yo, Sch

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Sergeant Major

Re: Generic militia recruits[message #309283] Sun, 19 August 2012 11:04 Go to previous messageGo to next message
madwolf is currently offline madwolf

 
Messages:11
Registered:May 2006
I wished to have some mediocre low cost generic soldiers so I did it:
use mercprofile editor

-pick a merc that you want to clone to have your generic "marine" (from AIM). I used the guy with the camoed face (not Shadow, the other one).

-copy it.

-paste over an unused slot just one time to create a single clone.

-change his name to something more generic (Soldier, Rifleman, Marine, Thug, Mary poppins...)

-Change his stat to something you feel a medium man would fit.

-Edit his death tolerance (death rate) to 101 so he dont care how many guys you lose, he will 100% join and same for reputation tolerance.

-change his salary and uniform color.

-remove all traits, abilities and disabilities.

-remove all merc like and dislike.

-disable the speech.

-save all.

-use xml editor to edit his inventory that could fit your generic soldier.

-save all.

-go back to mercprofile editor.

-copy the generic soldier.

-paste it in every free slot.

-save all

voil

[Updated on: Sun, 19 August 2012 11:06] by Moderator

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Private
Re: Generic militia recruits[message #314140] Fri, 11 January 2013 14:35 Go to previous messageGo to next message
Brujah is currently offline Brujah

 
Messages:36
Registered:January 2013
Location: Brazil
You can always train mobile militia and wait for them to garrison with your squad camping somewhere in the wilderness, they seem to follow the squads of mercs wherever they go.

[Updated on: Fri, 11 January 2013 14:36] by Moderator

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Private 1st Class
Re: Generic militia recruits[message #314483] Mon, 21 January 2013 10:57 Go to previous messageGo to next message
arkanglesk is currently offline arkanglesk

 
Messages:29
Registered:June 2011
@ Sam_Hotte:

Are you sure you can go hire more IMPs after one of them gets dead? It doesnt seem to work for me... Just says I've reached the maximum number of profiles or something like that.

@ madwolf

Cloning, however, worked perfectly... You don't actually need to delete the skill traits so I created classes (sorta like battlefield: mc's) and now I have medics, snipers, engineers and MG dudes. Thanks for the short n' sweet "how to"

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Private 1st Class
Re: Generic militia recruits[message #314613] Tue, 22 January 2013 21:33 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:432
Registered:April 2010
Location: Russia,Sevastopol

ABout dead Imp chars.You must first of all remove dead mercs from roster and after that you can create again imp char.One bug:recreated IMp chars start with clone equip(if he has weapon he has two same weapons, etc)I mentioned about this bug early,but seems This bug is not fixed till this moment.

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Master Sergeant
Re: Generic militia recruits[message #319927] Fri, 17 May 2013 14:54 Go to previous messageGo to next message
Durak is currently offline Durak

 
Messages:57
Registered:April 2010
Hi, I'll hijack this topic because it seems fitting:

Have there been suggestions to alter the merc death mechanics yet?
Here's mine:

How about an option for non-permanent merc deaths?
Something like: If your merc "dies", he will not be removed from the game - if you can manage to bring him to the Cambria hospital before a timer runs out (1 day? 12 hours?)
One could define several prerequisites for this to work, such as loyalty in Cambria is 100, medical supplies haven't been stolen...
To penalize the player for losing a merc that way, already existing penalties are left untouched - recruiting AIM members might get harder, mercs suffer from moral loss et cetera.
On top of that, the revived merc has to stay in hospital for a long time (10 days? 20?), and he might suffer from a permanent stat loss, so it actually hurts the player instead of providing him with invulnerable soldiers, and he has to think about recruiting another merc in order to close the (temporary) gap anyway.

Second chance for a merc to survive death: You don't have sector control in Cambria, but you have Skyrider and a few thousands bucks - so he can fly the "dead" to a hospital in another neighboring country.
In this scenario the merc gets removed from the player's squad, and the player has to rehire him/her after he/she has recovered and is available again.
Same here: Recruitment might be harder, just as if a merc had really died.
RPCs return to their home and can be found where they've been picked up at first.


That way, the player never runs out of mercs to recruit while he has to cope with all the disadvantages of "real" deaths - higher costs, moral loss, logistics.



I thought about this because when I start a game it usually goes like this:

-"Iron man option? Nah! I'll do my best not to lose anyone, but in case the game crashes I want to be able to save/load."
So I start playing, cheap mercs get wounded, and then the first merc dies.
-"Alright, things are more interesting that way, I'll keep playing."
Mercs train, they get better and better - and then another one dies.
-"Curses! But... well, ok, two deaths is not that bad. I'll keep going on with that."
Mercs get really good, I make a stupid mistake, and someone dies horribly.
-"F**k that, I'll load!"



cheers

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Corporal
Re: Generic militia recruits[message #320012] Sat, 18 May 2013 06:25 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2476
Registered:October 2005
Location: Australia
Some similar features are being used in 'Demise of Man' not only can you recruit Militia as individual playable mercs, you can also resuscitate dead squad members. Their abilities are often radomised/reduced after being resuscitated, but at least you get to keep members of your squad you can't live without.

The recruitment of said militia also extends to recruiting townsfolk, even children. Who are just about useless as combat soldiers, but handy as mine sweepers or bullet magnets for enemy NPC's if you are really that way inclined.

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Lieutenant

Re: Generic militia recruits[message #320045] Sat, 18 May 2013 23:08 Go to previous messageGo to next message
Durak is currently offline Durak

 
Messages:57
Registered:April 2010
Any chance something like this gets incorporated into 1.13 ?

This, or the ability to peek through the keyhole before opening the door... ?

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Corporal
Re: Generic militia recruits[message #320064] Sun, 19 May 2013 07:25 Go to previous message
Hawkeye is currently offline Hawkeye

 
Messages:2476
Registered:October 2005
Location: Australia
I doubt it, well not any time soon, anyway.

Callahan has mentioned building a dedicated version of DOM for 1.13, but I don't think it will be any time soon. I don't know how easy it would be to integrate some of his code, but that would be down to both him and current 1.13 programmers.

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Lieutenant

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