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Re: New feature: ARC[message #364329 is a reply to message #364304] Sat, 12 February 2022 22:37 Go to previous messageGo to previous message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Thanks for the feature, i'm enjoying it very much happy


This means that...
rftr wrote on Sun, 06 February 2022 06:41
Mai Ti Miao wrote on Sat, 05 February 2022 18:53
rftr wrote on Sat, 05 February 2022 04:50

4) This is something that I could look into. Whether it would stack with the ARC modifier or replace it is something I'll have a think about happy
I hadn't thought of that.
The idea was actually that the loyalty slowdown would be a separate setting for non-ARC playthroughs. As explained, when i enter cities, the loyalty of the first town sector is often way above 20-25%, in some cases even above 30% (playing on Expert difficulty, i find enough patrols around a town to rise loyalty a couple points).
Alma and Balime are always a bit lower, with Balime very often at less than 20% - but what to expect of regime supporters tired
While there's currently no global modifier, you can manually adjust how much loyalty is gained in \Data-1.13\Scripts\StrategicTownLoyalty.lua. Specifically, the HandleGlobalLoyaltyEvent function.
...this request is canceled: i don't see why i should turn off ARC - and ARC has the option for slowing down loyalty gain. Working very good too thumbs up




First impression after 1 week of actual gameplay.
Day 35 - Drassen, Chitzena and a SAM liberated (i am a slower player. Although day 35 is comparatively fast for me big grin ).
During the test last week i had Militia Ressources active. I turned off for the playthrough: toooooo much clicking. But as said, i found the default settings to be balanced (based on a tier 2 Warehouse with 80% loyalty). For my next playthrough i might actually switch Militia Ressources on again: without it, the game lacks that certain something. I might raise the numbers though to reduce the clicking (i know: i'm lazy big grin ).
But back to today.




Admin Actions

1) Drassen (90% loyal)
- Dead Drops 1. I only activated Intel so that Enrico doesn't spam with Emails about "how to handle delicate info", and to try the Blackmarket. Receiving 2-8 Intel per day feels subtantial, but then again: "i never tried the Intel feature"
- Supply Disrupt 1. Was an afterthought, bought with the last supplies, when i saw the Drassen Counter Attack approaching. That, and later dealing with enemy patrols/attacks in the area "felt" easier (DCA: let the enemy enter the mine sector, only 3 mercs wounded and only minor wounds, 11/40 Militia survived - usually the merc situation is worse and no Militia survive...if i deal with the DCA within town borders, instead of going to the country side), but i lack actual empirical or statistical data
- Scouts 2. Small feature, big effect. I love it
- Harriers 2. Together with Scouts it is pretty good for planning the defense in the region
Yes, i overdid Drassen a little (*)

2) Chitzena (67% loyal)
- Mining 2. Technically a waste (with regards to increasing Supply costs) considering Chitzena's low mining output, but for a slow player every little bit can become substantial over the course of a game. I imagine on "the big 3" mines, this Admin Action will be golden
- Merc Support 2. I love it. Almost feels as if classic JA2 repair speeds would apply, and training and everything else is also much faster

3) overall
- what i sometimes dislike is, that only Admin Action 6 can be changed. If that spot is occupied by something you want, while among the other 4 random AAs is one that you do not want (eg because already present at other towns)...well, only "sometimes" i think of that. This won't matter much over the course of a game and it actually adds to the fun
- it would be nice to have tooltips (like you did for Directives) detailing the AAs, including which is based on town loyalty. If too difficult to change the UI (i know how much coders and modders "love" UI work because of that), at least adding the loyalty info to ini and/or here to the thread would be great
- Taxes. We are the liberators, we don't tax ;)
- (*) thinking about "i overdid the town/don't need action X anymore", maybe you could add a "demolish" feature: for
(total admin actions in CURRENT region) * 7 + (total number of times you've spent 100 supplies to increase a region's loyalty) * 4 + (tier of admin action to demolish) * (total number times of you demolished in CURRENT region)


maybe with an additional penalty to loyalty
((RND 2-6) * (tier of demolished action) %) loyalty drop in CURRENT region)
players could reset Admin Actions. I understand that the cost of an action is determined by formula, and that "demolish" would mess with that, so i'm not sure if it is worth the trouble



Directives

1) Gather Supplies. During testing and fully upgraded, this adds substantial amounts of Supplies.
I do imagine, once i get to the later stages of the game, that i will get back to that directive: i will surely want to "fully build-up" Cambria and Grumm, Alma and maybe Bailime will also need some, thus the Supply costs might explode, even with my slower pace big grin

2) Raid Mines. I went with raiding for the playthrough: as a slower player i was relatively sure i would have enough Supplies once getting to the second town, while fueling the economy would be more important early on.
Raiding...i'm not sure what to think of it. For slow players, it will raise a lot of money.
If i understand it correctly, it is based on the mines "not yet liberated". I come to this conclusion because, after taking Chitzena, the lower limit for raiding went from ca 14$ up to ca 140$ - maybe i'm just lucky, but i haven't seen anything less than 100$ ever since Chitzena Mine is working for our side.
I feel like 1 additional modifier/operand could be useful for balancing:
- maybe "each mine controlled by our side increases fail chance by X"
- or "at start of game we can have a maximum of N raids per day. Each mine controlled by our side reduces N by 1"
Something like that. Maybe my impression is skewed, because i play slower and respectively: i didn't "fully" watch the message/history log (on Strategic Map, which informs about training/repairing progress, weather changes, etc), i never do so when advancing time ("toooo much clicking", sort of ;) )

3) Support Militia. I have already thrown an eye onto it as the next Directive.
Could you check it please: the Daily Expenses overview on Strategic Map only updates, if the Directive was in effect for a full straight 24 hours (eg if changing directive at 19:00, it takes 5+24 hours to update). I was a little confused, because i thought it would update at the first midnight.

4) overall
- Draft. I have a very low atrition rate among Militia - also, we are the liberators, we don't draft ;)
- Create Propaganda (or Rebel Radio). Maxing Drassen's loyalty was easy, but Chitzena has slowed down (well, it was slow to begin with). Besides Support Militia, this is another option i am considering, for when switching out of Raid Mines.




I guess that some of the Admin Actions and Directives i will not try out: don't fit to my playstyle or respectively, the situation on my chosen difficulty level didn't create the need (eg i don't play with Covert Ops and Intel and Interrogations -> no need for the Create Turncoats. Or, Regional Fortifications are difficulty and progress dependent, thus so far not build - though i think this will change once the third town is liberated).
But anyway, ARC is a great feature thumbs up



Edit:
Regarding Admin Actions, if a specific feature is turned off, is the linked Admin action blocked from the random pool ? Example, Militia Ressources off -> Warehouses will not be chosen at random.
I saw that Warehouses appear on the list, if you want to manually change AA 6.

[Updated on: Sat, 12 February 2022 22:56]

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