Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Take prisoners, interrogate them
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: New feature: Take prisoners, interrogate them[message #337432]
|
Sat, 01 November 2014 07:56
|
|
bkgmjo |
|
Messages:6
Registered:October 2014 |
|
|
Thanks for the welcome,
Says version 1.137609 (2014 official build) 14.10.24 (1.13 downloaded 3 days ago and installed over a fresh Gold Version install)
Sadly I don't have a savegame, but it happens every time my mercs interrogate. I have several such entries in the cash log.
I have a few self-modded items in the game, but I doubt some extra LBE items could cause this. All prisoner-related entries in INIs are untouched. However, to test the new features I cheated training points needed and set BSE-points to max to have all Mercs on 100 on all values and lvl 10. No cheats were executed ingame.
Game is on Pro, Tons of Guns, Old Skills, new Attachment System, Bobby Ray Both Max, Progress Normal, SciFi.
The only prison I owned was in Cambria and prisoners were lowest class(surrender) and elites(handcuffed). As somewhere I read equipment plays a role: Both interrogating mercs had a G3A3 with Match Ammo, no armor, NVG IV, a bit of ammo and headphones and a bag full of loot from the last fight. Skills do no seem to influence it, same effect with Night(x2), Throw(x2), Electro/Lock mercs. Fully camoed.
Let me know if I can do anything else to help solve this.
[Updated on: Sat, 01 November 2014 08:16] by Moderator Report message to a moderator
|
Private
|
|
|
|
|
|
|
Re: New feature: Take prisoners, interrogate them[message #337472]
|
Sat, 01 November 2014 23:39
|
|
bkgmjo |
|
Messages:6
Registered:October 2014 |
|
|
I tried to narrow it down and got this:
If you ask me, that's some kind of strings file or string lookup error.
The INI does not seem to have any effects on this, I tried with the original settings and got the exact same results. However, here the savegame if it helps. Removed all items I made myself from the game, hope that makes it loadable. http://s000.tinyupload.com/?file_id=07480049338950643116
Edit: Looking more closely at other strings: I get lots of "Betriebskosten" entries, which should actually be sold from sector inventory things and what was labeled as "L
[Updated on: Sat, 01 November 2014 23:45] by Moderator Report message to a moderator
|
Private
|
|
|
|
Re: New feature: Take prisoners, interrogate them[message #337475]
|
Sun, 02 November 2014 03:20
|
|
bkgmjo |
|
Messages:6
Registered:October 2014 |
|
|
So, since this got solved and I am not asking too much... could you maybe add a block to handcuffing NPCs like terrorists, The General, Conrad and others you cannot really imprison? Asking because the only thing that happens is when you activate time compression the victim has freed itself and attacks again. You can however also use this as glitch that allows very quick loyalty rising by capturing them over and over again after 5 mins of time compression as it counts as won fight.
Report message to a moderator
|
Private
|
|
|
|
|
|
Re: New feature: Take prisoners, interrogate them[message #339758 is a reply to message #337482]
|
Sun, 01 March 2015 00:50
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
As of r7763 and GameDir r2215,
- Civilians can finally be captured. Either by handcuffing or by asking them to surrender. To remove an obvious exploit, this is only possible if they are hostile to you.
- A civilian's faction needs to have <fCanBeCaptured>1</fCanBeCaptured> in CivGroupNames.xml in order to be capturable (is that a word?). In stock this is set for the Kingpin, Hicks and Warden factions. Modders might want to adjust this (*looks in wil473's direction*)
- Civilians can be easily interrogated. They cannot give you info on the enemy (because how would they know anything?). They can defect, but we can't jut allow any random inbred farmer to simply join the ranks of our most glorious revolution, can we now? They need at least a refreshing course - they will join as volunteers.
- It should now be impossible to handcuff a profile-based NPC (Conrad, General, Mike etc... basically anyone with a 'talking face' falls under this). These people cannot be captured. It would be nice to later visit them in prison, but that is almost guaranteed to cause horrible things to quests.
- If the enemy team has profile-based NPC members in combat (Mike for the enemy, Darren & Daryl for the Hicks, Kingpin's people for the Kingpin faction etc...), then asking them to surrender won't work. These evil leaders simply wont allow it! So if you want to make prisoners, remove their leaders first...
- Tanks cannot be captured as well (our handcuffs are too small!). as long as a tank is present, the AI will never surrender.
- As the facility overview for prisons was confusing (people mistook the abbreviations for Hex code), this might be more clear:
- If you have no prison, you have to let any prisoners go - but now up to a third of them might join your volunteers. Consider it a consolation prize.
Also note that it is now thinkable (though unwise) to shanghai your entire militia. You need volunteers, and technically, conquering cities and enslaving the population also gives you that...
You need to set CAN_TRUE_CIVILIANS_BECOME_HOSTILE to TRUE for that though, set fCanBeCaptured to 1 for faction 0 and attack each civilian all the time. Global loyalty (and thus income) will drop to rock-bottom... but yes, you can now have a militia that is made entirely out of enslaved civilians you beat up and caught
I consider this my good deed of the night
[Updated on: Sun, 01 March 2015 02:55]
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.Report message to a moderator
|
|
|
|
Re: New feature: Take prisoners, interrogate them[message #340650 is a reply to message #339758]
|
Tue, 21 April 2015 23:32
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
If, say, some modder were to create a gigantic prison map, then there might be more than 16 cells in there. As I don't feel like adding a gazillion stupid tags, I've instead made the tags in SectorNames.xml a bit better - there can now be and infinite number of prison rooms (well, limited to 2^16 - 1 really due to room numbers, but... yeah).
Old usage:
...
<usPrisonRoomNumber00>41</usPrisonRoomNumber00>
<usPrisonRoomNumber01>42</usPrisonRoomNumber01>
<usPrisonRoomNumber02>44</usPrisonRoomNumber02>
<usPrisonRoomNumber03>45</usPrisonRoomNumber03>
...
New usage:
...
<usPrisonRoomNumber>41</usPrisonRoomNumber>
<usPrisonRoomNumber>42</usPrisonRoomNumber>
<usPrisonRoomNumber>44</usPrisonRoomNumber>
<usPrisonRoomNumber>45</usPrisonRoomNumber>
...
Looks similar, but saves a lot of lines (why I had 16 different tags in the first place I don't know. Me being stupid guess).
Using a room multiple times is possible. Prisoners are distributed on the rooms in the order the rooms are in the xml, starting from the 2nd room, with the order repeating itself.
Prisoner bodytypes are in the order of REGMALE, BIGMALE, STOCKYMALE, REGFEMALE, REGMALE, ..., just in case you want to have strict gender separation in your prisons.
This code change is active as of r7826 and GameDir r2234. The changed Map/SectorNames.xml is required due to the changed tags ( but as nobody would ever be so careless as to use a new exe without the correct xml data, this will surely not be a problem ).
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.Report message to a moderator
|
|
|
|
|
|
Re: New feature: Take prisoners, interrogate them[message #340892 is a reply to message #340891]
|
Tue, 05 May 2015 23:56
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
If she's on the assignment, tow numbers should show on her face in strategic: The first is her interrogation points, the second the number of prisoners. What is the first number?
Also, having a threatening gun in her primary hand is an easy way to boost her number.
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.Report message to a moderator
|
|
|
|
Re: New feature: Take prisoners, interrogate them[message #340896 is a reply to message #340892]
|
Wed, 06 May 2015 07:43
|
|
fightcancer |
|
Messages:214
Registered:February 2005 Location: USA |
|
|
OK, I'll put a powerful gun in her hand.
EDIT: Her number is 0/1. She is holding a Colt M4A1. What stat(s) raise(s) it please?
[Updated on: Wed, 06 May 2015 07:45] Report message to a moderator
|
Sergeant 1st Class
|
|
|
Re: New feature: Take prisoners, interrogate them[message #340903 is a reply to message #340896]
|
Wed, 06 May 2015 23:31
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
Hm. Hmmm. Found the issue, its rather.. unfortunate.
The interrogation points for a merc are derived as follows (pseudocode):
base interrogation points = 20 + 3 * level + 0.5 * leadership;
threatenvalue = soldiers threatening effectiveness * usApproachFactorThreaten * (100 + background threaten effectiveness modifier) / 100
interrogation points = (base interrogation points * threatenvalue * (100 + background interrogation effectiveness modifier)) / 100;
final interrogation points = (interrogation points * prison interrogation performance modifier) / (700000);
final interrogation points can then still be lowered by fatigue
The problem in this case (Flo) is that her usApproachFactorThreaten, which is read from MercProfiles.xml, is 0. This is bad, because as a result, the interrogation points are then 0 - and no training will ever change that. This value is also fix once a campaign has been started - changing the xml value wont affect an ongoing game.
There are a few other cases where this issue might also come up. Simply speaking, some of the original profile values from Sirtech are just bogus... in this case they specified that Flo could never, never have a chance of being any good in any 'threaten' check.
It's rather reasonable to change that, but that won't help you here - your Flo is completely unable to interrogate anyone ever.
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.Report message to a moderator
|
|
|
|
|
|
Re: New feature: Take prisoners, interrogate them[message #341146 is a reply to message #341145]
|
Sun, 24 May 2015 23:08
|
|
Flugente |
|
Messages:3509
Registered:April 2009 Location: Germany |
|
|
Using stock maps and stock xmls, main prisons are in Tixa & Alma, small town prisons are in Cambria, Chitzena and San Mona, and there is the 'secret' special prison. But nothing in or near Grumm - you can simply define that to be in Facilities.xml however.
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.Report message to a moderator
|
|
|
|
|
|
|
|
|
Goto Forum:
Current Time: Fri Mar 29 06:49:02 GMT+2 2024
Total time taken to generate the page: 0.03981 seconds
|