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Drop All & TravelRating[message #364312] Wed, 09 February 2022 14:25 Go to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
I was just thinking (dangerous, I know) that the main problem Players have with drop all seems to be the over abundance of items -- and the need to deal with them all. But there was intended to be a way to alleviate that -- items are supposed to 'disappear' (be snatched up by locals) when you leave the sector. There is a tag in MovementCosts.xml to control it - but it is not implemented. Perhaps it can be?

Here is the comment in the XML file:

TravelRating - represents how travelled a sector is. Typically, the higher the travel rating,
the more people go near it. A travel rating of 0 means there are never people
around. This value is used for determining how often items would "vanish" from
a sector (nice theory, except it isn't being used that way). NOT USED IN GAME!!!!

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Sergeant Major
Re: Drop All & TravelRating[message #364313 is a reply to message #364312] Wed, 09 February 2022 14:42 Go to previous messageGo to next message
Deleted.

 
Messages:2661
Registered:December 2012
Location: Russian Federation
Currently items can disappear randomly if there is queen's army in the sector.

BOOLEAN SetThisSectorAsEnemyControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, BOOLEAN fContested )
// stealing should fail anyway 'cause there shouldn't be a temp file for unvisited sectors, but let's check anyway
if ( GetSectorFlagStatus( sMapX, sMapY, ( UINT8 ) bMapZ, SF_ALREADY_VISITED ) == TRUE )
{
	// enemies can steal items left lying about (random chance).	The more there are, the more they take!
	ubTheftChance = 5 * NumEnemiesInAnySector( sMapX, sMapY, bMapZ );
	// max 90%, some stuff may just simply not get found
	if (ubTheftChance > 90 )
	{
		ubTheftChance = 90;
	}
	RemoveRandomItemsInSector( sMapX, sMapY, bMapZ, ubTheftChance );
}
So it happens at the moment army takes control over the sector, but only if sector was previously visited by player.
20 enemy soldiers in sector means 90% chance for every item in sector to be removed (if NO_REMOVE_RANDOM_SECTOR_ITEMS is not activated).

There is also some old code to steal items by civilians but it's disabled
Toggle Spoiler
HandleTownTheft was supposed to be called every hour and steal items from town sectors not guarded by mercs, with a theft chance based on current town loyalty.
This was probably removed by game developers as unfun game element.

Lowest loyalty to start stealing items from unguarded town sectors in defined as 50%
// the loyalty threshold below which theft of unsupervised items in a town sector can occur
#define THRESHOLD_FOR_TOWN_THEFT 50

[Updated on: Wed, 09 February 2022 18:05]




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Lieutenant

Re: Drop All & TravelRating[message #364314 is a reply to message #364313] Wed, 09 February 2022 15:42 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:
There is also some old code to steal items by civilians but it's disabled
Yes, that was what I was referring to - except that code is just for towns, and the TravelRating is for every sector. TravelRating may have been a replacement for the town code, or maybe just a failed idea.

[Updated on: Wed, 09 February 2022 15:45]

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Sergeant Major
Re: Drop All & TravelRating[message #364789 is a reply to message #364314] Sun, 07 August 2022 17:47 Go to previous message
Altogolik is currently offline Altogolik

 
Messages:11
Registered:August 2022
Good idea, I like it.

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