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Re: New feature: Take prisoners, interrogate them[message #318075]
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Sat, 27 April 2013 17:19 
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Flugente |
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Messages:3532
Registered:April 2009 Location: Germany |
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Ah yes. Dying soldiers can be handcuffed. However that is pointless currently, as you cannot heal them, and they will die if combat ends (which happens when all non-dying soldiers are dead or captured).
I stand corrected. I correctly remembered that soldiers refuse to be bandaged - but dying soldiers are unconscious, so they can't say no. So yes, you can bandage dying soldiers, captured or not. I'll see if I can make a small change that allows bandaging of any capture soldiers (so you don't have to wait till they are dying until you can bandage them fully).
[Updated on: Sat, 27 April 2013 17:35] by Moderator Report message to a moderator
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Re: New feature: Take prisoners, interrogate them[message #318115]
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Sun, 28 April 2013 03:55 
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turtlemoviesco |
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Messages:16
Registered:April 2013 Location: UnitedStates |
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Cool thanks for all the support guys.
Hey I noticed that Ira and Demitri can't talk to enemies to offer surrender but everyone else can, is this just me?
Would it be possible to make the prisoners become full on soldiers when interigated instead of militia? When I have prisoners in a prison I normally already have the max militia in that sector and free crappy soldiers would be cool to have.
Just make them all look the same, and just have random stats and maybe allow me to give them a name? Just an idea.
[Updated on: Sun, 28 April 2013 03:59] by Moderator Report message to a moderator
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Private
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Re: New feature: Take prisoners, interrogate them[message #318256]
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Tue, 30 April 2013 06:05 
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turtlemoviesco |
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Messages:16
Registered:April 2013 Location: UnitedStates |
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Is there a way to make the milia travel with me? I just feel like the one prison turned into a miltia is a bit useless, are they atleast free or do they add to the daily cost?
I guess turning them into mercs woulnt work how I was thinking, i was thinking everyone would be the same when it comes to bio, looks, voice, image, etc with the oy difference being the name one gets to assign, but as you said you cant just create unlimited mercs, would be cool though. If it was possible they would have to be really crappy soldiers or one could make a super army easliy, i was thinking it would be possible but you would have to make them train alot lol.
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Re: New feature: Take prisoners, interrogate them[message #318277]
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Tue, 30 April 2013 20:14 
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Meowmers |
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Messages:13
Registered:October 2005 Location: New York |
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FlugenteMake prisoners work... Hmm. Relatively easy to code, but doesn't fit my vision. Once can easily amass huge amounts of prisoners, which would then make it too easy to get lots of money, so some sort of balance is needed.
In an unreleased feature, Bubba and Bull get a huge bonus to 'guard duty', as they are former prison guards, and mercs with law enforcement background get a bonus to interrogation. I'm still unsure when I'll release that one. Well, prisoners only make a few cents a day so i was thinking that or a small boost to mine income since thats where you'd probably force them to work so not too much money. Also, if you have too many prisoners don't they riot? The balance could be that, or a constant loyalty hit for using slave labor, a limit on prisoners per jail or a cap on how much can be made or make it editable like militia costs.
I think players that would unbalance their game, farming prisoners wouldn't have too much of a problem just using GABBI cheats.
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Re: New feature: Take prisoners, interrogate them[message #318316]
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Wed, 01 May 2013 07:53 
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Meowmers |
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Messages:13
Registered:October 2005 Location: New York |
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It's not about the money, it's more how prisoners are "used up". and i bit into the game you dont really need money or info on positions so it's not even worth it to capture retreating enemies much less hiring a specialized merc to interrogate them (though oddly enough, they are both the cheapest)
Anyway, I dont want to argue the way i have it working is good enough for me for now and i love all your work. I just wanted to fulfill anyones mining baron/slaver fantasies.
now that i think about it, prisons should by default be costing you money so breaking even is a fair trade off.
[Updated on: Wed, 01 May 2013 12:30] by Moderator Report message to a moderator
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Re: New feature: Take prisoners, interrogate them[message #319243]
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Fri, 10 May 2013 03:13 
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Aurochs |
Messages:2
Registered:March 2012 Location: Arizona |
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So can you take Deidranna prisioner this way? Making her stand trial for all her horrible crimes seems appropriate, I think.
I'm also curious on how this prisoner Interaction thing works with soem of the NPC animals. If I were to handcuff a cow/bloodcat/alien, would they show up in the prision? Will the Hicks offer to ransom back any cows I capture? What sort of information could I aquire from interrogating an alien? How would you even go about interrogating an alien? I would assume that many creatures/npcs would be un-capturable to prevent problems like this, but at the same time I think it would be a nice feature to have some sort of unique event trigger when you manage to capture some of the important named enemies such as Mike or Deidrianna.
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Civilian
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Re: New feature: Take prisoners, interrogate them[message #322651]
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Sat, 13 July 2013 03:32 
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Flugente |
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Messages:3532
Registered:April 2009 Location: Germany |
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Update: r6219 and GameDir r1703 give us a prisoner-type differentiation. There are admin/regular/elite prisoners. Advanced prisoners are harder to interrogate, but can become advanced militia, should they join you.
- If several types of prisoners are in your prison, the low-quality ones are interrogated first.
- If you decide to massacre prisoners in tactical, the elite ones will be killed first, as there the most valuable ones to you. Along to awarding you a loyalty malus in a nearby town for being a total dick, that is.
- If a prisoner joins you, there is a 20% chance that he will be demoted. So if an elite prisoner joins you, 80% chance of him becoming a veteran militia, 16% regular, and 4% green.
- Interrogation points needed can now be set in the ini for each type:
PRISONER_INTERROGATION_POINTS_ADMIN = 80
PRISONER_INTERROGATION_POINTS_REGULAR = 100
PRISONER_INTERROGATION_POINTS_ELITE = 140
PRISONER_INTERROGATION_POINTS_SPECIAL = 250
Previously, 100 points were used to interrogate a prisoner. You can see the interrogation points of your interrogators in strategic when they are on assignment, 145/7 means 145 points for 7 possible prisoners. - This is fully savegame compatible! Existing prisoners will be transformed into admin prisoners. Unless you have >255 of them in one prison, then they'll become regulars. And if more than 65535 elites. Though I doubt this is relevant to anyone
 - You'll note that this also factors in 'special' prisoners - which you cannot get at this point. That might change in the future.
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Re: New feature: Take prisoners, interrogate them[message #323235]
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Thu, 25 July 2013 20:29 
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Flugente |
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Messages:3532
Registered:April 2009 Location: Germany |
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When the enemy sees captured enemies, they are alerted... but there is no way to uncover you, as they don't know who captured them.
There is no animation for handcuffing (not sure atm which one I am using instead), and the detection of actions is mostly via animations.
However, it seems I currently do not uncover disguise on unsuccessful handcuff attempts, that could be changed... and is done so in r6241.
[Updated on: Thu, 25 July 2013 20:58] by Moderator Report message to a moderator
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