Home » MODDING HQ 1.13 » v1.13 Feature Requests » AIM Website Availability, Weather Effects, Randomized Merc Stuff .
| AIM Website Availability, Weather Effects, Randomized Merc Stuff .[message #314556]
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Tue, 22 January 2013 04:18
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GFox |
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Messages:31
Registered:January 2013 |
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1. AIM/MERC Website Availability
Is there any way to externalise the availability of AIM and MERC websites? I know that the MERC website wasn't originally available at gamestart so there is some code there already. Would it be possible to also do this with AIM or even a more complete externalisation of both websites availabilities (ie. predefined times, quest triggers, randomization etc.)?
2. More Weather Effects (Temperature, Clothing etc.)
Would it be possible to further enhance the weather system to include, for example, needs for different kinds of clothing and penalties from using inadequate/wrong clothing?
3. More Merc Randomization (likes/dislikes, salary negotiation etc.)
As many kinds of merc randomizations have become recently available, how about some more? Randomizing relationships (likes/hates/learn to) would IMO add lot to the replayability fun and at times force people to switch their go-to mercs if they just don't seem to get along with others. There is of course the problem of speechfiles but I think text messages would suffice for this feature to work well enough.
Even better would be if this could be combined with fluctuating salaries and salary negotiations. For example:
-Merc A's normal salary is 2000$ per day. You just hired his worst enemy to the same team but like a true mercenary, Merc A is willing to let that go, for a price, a raise to 3000$ per day. You could possibly also sometimes get a discount if the merc has good morale, you wine and dine them well enough, he has his buddies on the same team or something like that. 
Is there any hope/interest to see features like those implemented? I'm pretty much a total newbie when it comes to understanding the game source code but I'm trying to learn. I apologize if my ideas are too farfetched or just too much work. I also tried to use the search, but couldn't find anything similar.
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Private 1st Class
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| Re: AIM Website Availability, Weather Effects, Randomized Merc Stuff .[message #314639]
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Wed, 23 January 2013 16:08 
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GFox |
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Messages:31
Registered:January 2013 |
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ShangaNot a bad idea, Company of Heroes 2 was supposed (until THQ went belly up) to have freezing winter than would make your soldiers rout.
Considering we have winter tilesets in UB maps, this kind of feature would be appreciated for the modders who want to change from desert to a cooler setup.
But as far as clothing appearing on the mercs, that's an entirely new ballpark...
I wasn't even thinking about the clothing appearing on the mercs, I'm not that greedy 
For example, the game would just check the mercs inventory and then if it doesn't find suitable clothing/equipment, it would penalize them (much like Flugente's food feature, I guess).
It really could make players think twice about traveling trough winter/desert sectors and give the opponent an opportunity to really throw some nasty stuff on the player at the few chokepoints on the map. Even Arulco could - conceivably - have mountains with freezing temperatures and snow (like Tracona). Desert sectors could be modded to be really uncomfortable - very hot at daytime and freezing cold at night.
Does anyone really familiar with the code have a take on this?
How much work would it require to change the weather system to also factor in changing temperatures (if it can be done at all)?
[Updated on: Wed, 23 January 2013 16:08] by Moderator Report message to a moderator
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Private 1st Class
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| Re: AIM Website Availability, Weather Effects, Randomized Merc Stuff .[message #314650]
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Wed, 23 January 2013 21:57 
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| Flugente |
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Messages:3499
Registered:April 2009 Location: Germany |
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GFoxDoes anyone really familiar with the code have a take on this?
How much work would it require to change the weather system to also factor in changing temperatures (if it can be done at all)?
There already is a (very simple) weather system ingame that determines sector temperature (used for the heat intolerant disability afaik). Upgrading that would be easy, same as writing it from scratch.
One would have to set up a new xml that contains weather values for eachs sector, for example highest and lowest value for a day. We'd then need a function that derives a temperature value for each time of the day (by assuming the temperatures follow a specific function with externalised values). Then, similar to the food feature, derive penalties depending on a merc's clothing (and if we store a condition on the soldier, we can have effects over time). For example, clothing would get a warmth value - and if the combined warmth value of a merc derives too much from the current temprature, he gets a malus to... something.
Up to this point, its all very easy to do. Problem is the clothing itself.
- Neither armour nor LBE gear is clothing in the true sense (one wears more than that, right?)
- One could come up with a new item class - clothing - that can be worn standalone in the armour slots, or as attachments to armour. Having them as attachments will greatly increase the number of attachment-related entries. Also changing clothes would become very tedious, unless you like to micromanage dressing.
- The current 'clothes' for the covert trait cannot be used, as they simply change uniform colours and add a property when applying them. They do not 'exist' like inventory items do.
- Adding new inventory slots might be possible, but will be a lot of work (not sure, never done that one). Worst case: every instance of code that deals with inventory would have to be researched for incompatibilites.
- Having clothes simply as items in your inventory will cause numerous outcries from people who never missed this feature at all, but are now about the way it is implemented. This will happen.
- The AI can't handle this. Solution: Make this a player-only issue, like food.
So the problem is not the weather itself, but the implementing of the clothes.
[Updated on: Wed, 23 January 2013 21:58] by Moderator Report message to a moderator
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| Re: AIM Website Availability, Weather Effects, Randomized Merc Stuff .[message #314809]
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Sat, 26 January 2013 23:29 
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GFox |
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Messages:31
Registered:January 2013 |
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Flugente
There already is a (very simple) weather system ingame that determines sector temperature (used for the heat intolerant disability afaik). Upgrading that would be easy, same as writing it from scratch.
...
Thanks, that was very informative.
Flugente
[list]
[*] Neither armour nor LBE gear is clothing in the true sense (one wears more than that, right?)
[*] One could come up with a new item class - clothing - that can be worn standalone in the armour slots, or as attachments to armour. Having them as attachments will greatly increase the number of attachment-related entries. Also changing clothes would become very tedious, unless you like to micromanage dressing.
[*] The current 'clothes' for the covert trait cannot be used, as they simply change uniform colours and add a property when applying them. They do not 'exist' like inventory items do.
[*] Adding new inventory slots might be possible, but will be a lot of work (not sure, never done that one). Worst case: every instance of code that deals with inventory would have to be researched for incompatibilites.
[*] Having clothes simply as items in your inventory
In my opinion, having special clothing/possible other equipment as inventory items would be perfectly acceptable solution.
(Probably, IDK) Easiest to implement, not really that much tedious micromanagement and it might even be the most realistic implementation at least in winter sectors (the warmest clothing is probably mostly used while resting/stationary and only seldomly in combat). Desert sectors might be a bit more complicated - could the game check for extra water supply items? (e.g. Mercs with just one canteen who are not able to find water source in sector are in risk of severe dehydration(=health loss) )
Penalties could ideally be adjusted from fair to harsh (enough to at least slow the player down even if adequately equipped) or - if the modder so wishes - strategically punitive to the player as in effectively preventing access to sectors/routes. :crazy:
And if the feature were to be made optional, players who are not interested in features like this could just ignore it completely or just sell the extra items (if found) for some cash.
Quote:(will cause numerous outcries from people who never missed this feature at all, but are now about the way it is implemented. This will happen.)
There is (almost) never anything that can please everyone. I think feature like this could potentially compliment nicely your food&water and repair/dirt system features for players who enjoy also the supply/logistics/RPG side of the game.
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Private 1st Class
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| Re: AIM Website Availability, Weather Effects, Randomized Merc Stuff .[message #314817]
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Sun, 27 January 2013 01:49
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| Sam Hotte |
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Messages:1960
Registered:March 2009 Location: Middle of Germany |
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If adding another inventory slot for clothing turned infact out to be immense work, buggy etc. then one would IMHO have to go the way of clothing being attachment to armour (-vest[1]) if you do not want to take clothing effect by just being present in inventory.
[1] to avoid tedious sessions of swapping clothes, i could imagine the cloth items being complete sets (like an overall with integrated hood) so that you only have to attach one single item to one single place to "wear" your weather protective clothing.
[Updated on: Sun, 27 January 2013 01:50] by Moderator Report message to a moderator
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Sergeant Major
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