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Equiping Militia?[message #135478] Tue, 10 April 2007 01:21 Go to next message
Pvtbones is currently offline Pvtbones
Messages:3
Registered:February 2007
is there any way too?

right now there getting killed in droves by the army who has a combination of rifles SMGs and pistols (right now my militia is using pistols and the rare machine pistol/smg)

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Civilian
Re: Equiping Militia?[message #135479] Tue, 10 April 2007 01:53 Go to previous messageGo to next message
Spinx is currently offline Spinx

 
Messages:34
Registered:February 2007
Location: Washington state
As far as I know there is absoltuly no way to control this. Milita armorment is always a step behind the armys.

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Private 1st Class
Re: Equiping Militia?[message #135526] Tue, 10 April 2007 15:37 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
Messages:1014
Registered:September 2006
Location: Far far away.
There is a way but you wont like it. Leave good kit on the ground near militia. In a battle some of the brighter ones will stoop down to pick it up. Risk is of course if the sector is overun you loose all that kit. You could try manually giving them decent kit; see what happens?

:evilkitty:

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Sergeant Major
Re: Equiping Militia?[message #135527] Tue, 10 April 2007 15:38 Go to previous messageGo to next message
Cagemonkey is currently offline Cagemonkey

 
Messages:273
Registered:December 2001
Location: Sweden
If a militia survives enough fights they become dark blueshirts and sometimes carry rocketrifles!

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Master Sergeant
Re: Equiping Militia?[message #135532] Tue, 10 April 2007 16:25 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:755
Registered:January 2004
Location: Rochester, Minnesota, USA
Spinx
Milita armorment is always a step behind the armys.


Actually, I was peeking at the code that equips troops last night and the militia uses the same equipment as soldiers of the same quality. Something else could intervene elsewhere that I didn't see of course.

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First Sergeant

Re: Equiping Militia?[message #135552] Tue, 10 April 2007 19:02 Go to previous messageGo to next message
DudeWheresMyTank is currently offline DudeWheresMyTank

 
Messages:51
Registered:August 2006
Location: Canada
The problem is that militia you can train (by default) are only up to light-blue shirts, which are equivalent to enemy red-shirts. At the difficulties that most of us play at, most of the enemy troops are black-shirts which are MUCH MUCH better equiped and skillwise than red-shirts. Hence, militia gets wasted.

However, if you change your .ini file so that you can train up to elite dark-blue shirt militia, you'll notice they'll have a lot better guns (usually, but there will still be some pistols) and that they are much better shots. They'll even support you with mortar and rpg fire sometimes (that is if they don't accidentally hit you with it).

[Updated on: Tue, 10 April 2007 19:03] by Moderator

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Corporal
Re: Equiping Militia?[message #135610] Wed, 11 April 2007 00:19 Go to previous messageGo to next message
Spinx is currently offline Spinx

 
Messages:34
Registered:February 2007
Location: Washington state
I'm not saying anythign defenant but when my light blue shirts have pistols the red shirts have smgs. It has always seemed that my milita as long as they were Light blue were one step behind the reds in terms of guns and stuff.

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Private 1st Class
Re: Equiping Militia?[message #135632] Wed, 11 April 2007 05:30 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:755
Registered:January 2004
Location: Rochester, Minnesota, USA
It's random so sometimes they do get suckier equipment. Sometimes the soldiers do too, though.

And I just checked in the code and soldiers and militia of the same class do use the same function to generate their equipment (GenerateRandomEquipment). Each class of person uses the same stuff, e.g.:

switch( bSoldierClass )
{
...
case SOLDIER_CLASS_ADMINISTRATOR:
case SOLDIER_CLASS_GREEN_MILITIA:
...
break;

case SOLDIER_CLASS_ARMY:
case SOLDIER_CLASS_REG_MILITIA:
//army guys tend to have a broad range of equipment
...
break;

case SOLDIER_CLASS_ELITE:
case SOLDIER_CLASS_ELITE_MILITIA:


And, wow. Elites have a chance to get some really good stuff!

[Updated on: Wed, 11 April 2007 06:07] by Moderator

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First Sergeant

Re: Equiping Militia?[message #135637] Wed, 11 April 2007 06:00 Go to previous messageGo to next message
Shatara is currently offline Shatara

 
Messages:22
Registered:March 2007
Will Gates
There is a way but you wont like it. Leave good kit on the ground near militia. In a battle some of the brighter ones will stoop down to pick it up. Risk is of course if the sector is overun you loose all that kit. You could try manually giving them decent kit; see what happens?

:evilkitty:
I can atest to this.

I once grounded a riced-up RPK which I wasnt using, and didnt want it weighing down a merc during the fight. Of course a random greenshirt comes along and yoinks it >.<

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Private 1st Class
Re: Equiping Militia?[message #135641] Wed, 11 April 2007 08:17 Go to previous messageGo to next message
Pvtbones is currently offline Pvtbones
Messages:3
Registered:February 2007
just how good of kit(modded aswell?) does it have to be and does it matter where it's dropped (beside, on, etc.)?

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Civilian
Re: Equiping Militia?[message #135651] Wed, 11 April 2007 10:44 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
Messages:1014
Registered:September 2006
Location: Far far away.
Close to should work. Visible is the most important... not in a building. Quality doesn't matter, just better than what they have. Never tried actually giving. Might tonight.

:evilkitty:

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Sergeant Major
Re: Equiping Militia?[message #135713] Wed, 11 April 2007 22:45 Go to previous messageGo to next message
DudeWheresMyTank is currently offline DudeWheresMyTank

 
Messages:51
Registered:August 2006
Location: Canada
don't drop weapons for militia. you'll never get it back even if they die. and every time the map loads they get a random set of new weapon. it's a total waste

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Corporal
Re: Equiping Militia?[message #135766] Thu, 12 April 2007 16:44 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
Messages:1014
Registered:September 2006
Location: Far far away.
He asked if it could be done. I answered. Never said it was a great idea! Besides on drop the lot you've so much stuff it wont be missed.

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Sergeant Major
Re: Equiping Militia?[message #136563] Sun, 22 April 2007 06:53 Go to previous messageGo to next message
Damesh is currently offline Damesh

 
Messages:57
Registered:January 2001
Location: Florida
I would place weapons and armor on ground hoping some of the militia would notice it and pick up. Not reliable, but would work sometimes. Don't know what triggered them to actually pick up stuff, as I have seen under equipped militia walk right by the stuff.

I've even had one of my mercs drop their weapon after a stun grenade and having to move them a militia type picked up the weapon. I had to wait until they died to get it back, though. lol

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Corporal
Re: Equiping Militia?[message #136566] Sun, 22 April 2007 07:11 Go to previous messageGo to next message
Marlboro Man

 
Messages:1171
Registered:October 2005
Location: USA
The other day I was playing. Had one of my mercs get stunned. He dropped his weapon, then an enemy soldier runs over grabs my weapon and shoots me with my own gun. Smile)))) Now that was a dirty trick. He didn't make off with the weapon though, next turn one of my other mercs took him down, he dropped my weapon, and my merc who's gun it was, picked it back up and continued on with the fighting. In all my years of playing, that was the 1st time I had seen that happen. This game never ceases to ammuse me. Smile

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Sergeant Major

Re: Equiping Militia?[message #136641] Mon, 23 April 2007 01:35 Go to previous messageGo to next message
Headrock

 
Messages:1771
Registered:March 2006
Location: Jerusalem
Heheheheh, sweeeeeet.

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Sergeant Major

Re: Equiping Militia?[message #136644] Mon, 23 April 2007 02:15 Go to previous messageGo to next message
Headrock

 
Messages:1771
Registered:March 2006
Location: Jerusalem
Ok, I've thought of something which could be used here - it's more like a patch over a bleeding wound, but it would be interesting to find out if any of you believe it's feasible (Viking, pay attention Wink ).

Suppose we add two global variables to the game:
  • INTEGER called "MilitiaTLModifier", a negative or positive value.
  • INTEGER called "MilitiaAccumEquip", a word value.

Each time the player manually gives an item to a militia member, using the GIVE action, the program will read the cash worth of the item, and add that to MilitiaAccumEquip. We could use other values to tweak the item's worth as needed.

If MilitiaAccumEquip reaches a certain level, the MilitiaTLModifier value goes up. For instance, say that for every $10,000 worth of stuff given to any Militia member anywhere, cumulatively, the TLModifier goes up by one (actual numbers may vary, but you get the idea).

Now, whenever the game calls the function "GenerateRandomEquipment" in order to equip militia, it will first add the TLModifier to the current TL level, which that function already uses because it wants to know which items it should pick from (changing the level of the equipment to suit the current progress of the game). Thus, if you've given $10,000 in weapons and armor to your militia, then later when their equipment is randomized (on loading any map with militia in it), they will all be given equipment from a higher level of choices - higher by one progress level, that is. This modifier will be applied every time that militia equipment is generated, which means that it is persistent all through the game.

To balance this, we could set a trigger to go off at the end of every day, or better yet at the end of every battle. This trigger will detract a certain value from MilitiaAccumEquip, representing the degradation of militia equipment due to natural wear and of course due to intense action. Thus you'll be required to constantly "fight" against time and against consequences in order to raise the level of your Militia's equipment. You'll even fight in order to keep their modifier high, because if MilitiaAccumEquip drops BELOW certain levels, the TLModifier will drop back down respectively, meaning you'll lose the bonus. This could happen if you've been fighting intensively and haven't stopped to scrounge for good equipment, or it might mean that you've sat on your @ss too long and your men have lost or mistreated their gear, but you'll have to go find them new weapons if you want them to stay in shape. This is much more representative of guerilla logistics than the "train them up at the base" approach which JA2 has got us all so used to.

All this simply means you'll be using surplus gear for equipping your militia better, which is sort of what you guys were discussing (an old and painful problem, and no mistake). I can only hope that my suggestion is at least partially useable, because the inability to affect militia equipment is a thorn in all our sides, quite literally.

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Sergeant Major

Re: Equiping Militia?[message #137367] Wed, 02 May 2007 13:17 Go to previous messageGo to next message
Drakshin

 
Messages:5
Registered:April 2007
Location: Lisbon, Portugal
Am i the only one who constantly refuses to have militia by his side? i only use it to defend towns or have a few mobile militias roaming around, and if the town gets attacked and there's militia and mercs there, i retreat mercs, i don't like waiting for endless militia turns (and i have that thing speeded up), just watching them doing stupidities (no offense to the original programers and whoever made any changes to militia's behaviour)

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Private
Re: Equiping Militia?[message #137415] Wed, 02 May 2007 20:52 Go to previous messageGo to next message
DudeWheresMyTank is currently offline DudeWheresMyTank

 
Messages:51
Registered:August 2006
Location: Canada
It depends on the situation. Sometimes yes, their turns take way too long and they just plain get in the way, but you can tell them to hold and they'll sit still and won't do anything as long as they don't see the enemy.

I find it's handy to have them around as meatshields. Militia are easy to replace. Mercs are not. If there are too many enemies I tell my militia to charge and basically use them as spotters for my snipers and whatnot. i could care less if I lose 20 militia in a battle. I can get them back in a day or 2.

If the long militia and civilian turns really bother you, you can turn up the time scale for their turns in the 1.13 ini. I always make civilian turns lightning fast. I don't need to see where they're running off to.

[Updated on: Wed, 02 May 2007 20:52] by Moderator

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Corporal
Re: Equiping Militia?[message #137446] Thu, 03 May 2007 01:18 Go to previous messageGo to next message
Headrock

 
Messages:1771
Registered:March 2006
Location: Jerusalem
Yeah, you can always look at the map during your turn to figure out what they've done, if anything. Smile

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Sergeant Major

Re: Equiping Militia?[message #147443] Sat, 30 June 2007 07:39 Go to previous messageGo to next message
no_clip

 
Messages:24
Registered:June 2007
Isliathor
Am i the only one who constantly refuses to have militia by his side? i only use it to defend towns or have a few mobile militias roaming around, and if the town gets attacked and there's militia and mercs there, i retreat mercs, i don't like waiting for endless militia turns (and i have that thing speeded up), just watching them doing stupidities (no offense to the original programers and whoever made any changes to militia's behaviour)


Yeah but you have to admit, miltia can be hilarious to watch sometimes

In my current game during the Drassen Mine counterattack, this one blueshirt was perched on a roof with an automatic of some kind. All the other militia around was quickly slaughterd, but this guy must of killed at least 5 grey shirts and 4 other redshirts before they finally took him down. I was rooting for him to live so bad, but I just could make it over to him in time.

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Private 1st Class
Re: Equiping Militia?[message #147501] Sat, 30 June 2007 23:35 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3751
Registered:February 2006
Location: Scotland
never get too attached to em , they'll only break your heart when they die , if only you could have more control, tho thats what mercs are for Very Happy ,yup i tend only to have em in a town and never take em on attack with me !

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Captain

Re: Equiping Militia?[message #148017] Wed, 04 July 2007 16:44 Go to previous messageGo to next message
Edvardo

 
Messages:32
Registered:July 2007
Location: Stockholm
Three-four militia trainings give you a reliable force to protect your square
If you participate in fighting with your mercs ,militia(dead) might drop something of value

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Private 1st Class
Re: Equiping Militia?[message #148477] Sat, 07 July 2007 16:43 Go to previous message
DNA from the Lowlands is currently offline DNA from the Lowlands

 
Messages:337
Registered:July 2003
(I've got the train-elite-option active dark-blue)
Last night, I made a mistake I thought I'd formed a squad but my IMP marched towards a enemy sector of town on his own ...
"Do you wish to call reinforcements" - yes.
The battle-popup-appeared: "enter sector/auto/retreat".
That's when I saw I only had 1 merc: I choose retreat.
Auto-combat occured, the militia pwned taking 1 loss.

Funny, the opposite of the no-milita-'tactic' and (with those elites) it worked.

--- probably has been posted ---
1.13 Mercs can give orders to militia nearby. (with an extended ear to 'all milita')

-All on me (or come to me) I use that most, the merc giving that order needs to be in a good position, relative to the frontline (where you'll encounter an enemy).
This gets the militia into-battle faster than they would on their own.

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Master Sergeant
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