Equiping Militia?[message #135478]
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Tue, 10 April 2007 01:21
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Pvtbones |
Messages:3
Registered:February 2007 |
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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
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Re: Equiping Militia?[message #135552]
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Tue, 10 April 2007 19:02
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DudeWheresMyTank |
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Messages:51
Registered:August 2006 Location: Canada |
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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 Report message to a moderator
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Corporal
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Re: Equiping Militia?[message #135641]
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Wed, 11 April 2007 08:17
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Pvtbones |
Messages:3
Registered:February 2007 |
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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
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Re: Equiping Militia?[message #136644]
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Mon, 23 April 2007 02:15
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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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 ).
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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Re: Equiping Militia?[message #137367]
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Wed, 02 May 2007 13:17
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Drakshin |
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Messages:5
Registered:April 2007 Location: Lisbon, Portugal |
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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
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Re: Equiping Militia?[message #137415]
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Wed, 02 May 2007 20:52
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DudeWheresMyTank |
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Messages:51
Registered:August 2006 Location: Canada |
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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 Report message to a moderator
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Corporal
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Re: Equiping Militia?[message #147443]
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Sat, 30 June 2007 07:39
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no_clip |
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Messages:24
Registered:June 2007 |
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IsliathorAm 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
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Re: Equiping Militia?[message #148017]
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Wed, 04 July 2007 16:44
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Edvardo |
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Messages:32
Registered:July 2007 Location: Stockholm |
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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
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Re: Equiping Militia?[message #148477]
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Sat, 07 July 2007 16:43
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DNA from the Lowlands |
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Messages:337
Registered:July 2003 |
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(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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