Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » New feature: ARC
New feature: ARC[message #363607] Sat, 21 August 2021 06:27 Go to next message
rftr is currently offline rftr

 
Messages:32
Registered:August 2020
What is ARC?
ARC is short for Arulco Rebel Command. Most of the gameplay for JA2 happens in tactical, so I've created this to add a little more to think about at the strategic layer.

What's new?
The two main things here are Directives and Administrative Actions. A Directive is a passive ability that's applied across the country to give you some useful bonuses, and an Admin Action is a passive ability that you can grant to towns that you capture. At the start of the game, you'll only have access to a couple of Directives, with a few more unlocking as you progress through the game. Admin Actions are randomly assigned from a pool to towns, and you'll be able to activate them as you capture towns.

Directives can be upgraded with money, and a new resource (Supplies) are used to take Admin Actions.

By default, loyalty gain is cut in half, and each town's maximum loyalty is reduced based on what difficulty you're playing on.

How does it work?
After completing an early quest, you'll get a popup indicating that you have access to a new website in your laptop, which will look something like this:
https://i.imgur.com/eqoWnaf.png
This is the national overview. Here, you can set and improve Directives, and have a quick glance at your militia's stats.

https://i.imgur.com/d5Ca6xd.png
The regional overview gives you a run-down of what you can do once you've captured a town. Once you install an Administration Team (the first one is free!), the actions in the region will be made visible and available to you. You might notice that there's a Maximum Loyalty stat - if you're playing with this feature, you'll need to prove to the locals that you're here for real, and a region won't fully trust you unless you send some supplies their way. You may not have enough supplies to fully upgrade each region, so have a think about which areas are deserving of your supplies.

I tried playing this and it makes the game too easy/hard.
You can poke around in RebelCommand_Settings.ini to play with numbers! I can only balance for myself happy

Info/Spoilers!
Directives list:
View directives
Admin Actions list:
View admin actions
Keyboard Shortcuts:
At the ARC website, you can switch between national and regional views with TAB or SPACEBAR, and navigate through regions with A/D/Left/Right

ARC has interaction with a few other features:
- Enemy Roles (officers, medics, enemy traits)
- Intel
- Militia Resources
- Militia Volunteers

How can I play this?
In JA2_Options.ini, set REBEL_COMMAND_ENABLED = TRUE.
This was checked in at r9153 and gamedir r2613. This will not break existing save games.

Edit Nov 7, 2022:
ARC expansion: missions!
Missions are available in version 9405 (source commit 78f2841, gamedir commit 4aec27a). This will not break existing save games.

Tweaks!
- All admin actions except for Supply Line can be toggled on and off. This is important because...
- Daily supply income is reduced for every active admin action (tier does not matter)
- Removed the "Grant supplies to gain loyalty" button (changed this to a mission)
- Intel balance is now displayed on the ARC website
- The ARC website background is now slightly off-white
- Raid Mines directive now denies income to the ASD equal to twice the amount stolen
- Omerta (townid=1) can't have its admin team set to inactive or otherwise lose its innate admin team (this is effectively a cosmetic fix)

Agent Missions
https://i.imgur.com/wXoBFw9.png
The mission help screen
There is a new overview available - Missions! Where Directives are an ongoing single strategic bonus, Agent Missions can provide you with several temporary strategic bonuses.

https://i.imgur.com/pL8XC55.png
A mission essentially has 3 states: offered, preparing, and active. When you go to the Mission Overview, you will see two missions offered to you. Sending an agent on one of the two will place that mission into preparing for 24 hours. Once preparations are completed, the mission will become active and you will start receiving its bonuses - assuming that preparations succeeded, of course.

In order to prepare a mission, you will need to send one of your mercs to prepare it. This is the tradeoff - you lose a merc for 24 hours in exchange for a strategic bonus that lasts for much longer (usually 3+ days). Higher level mercs will increase the chance that a mission is prepared successfully, and their skill traits may provide further bonuses to the active mission! You can also send a faceless generic rebel agent to prepare a mission, but they will receive no bonuses whatsoever; even a crummy level 1 merc will outperform them. The merc sent also needs to be in a loyal town (51+% loyalty).

If you're not sure what merc to use to prep a mission, one with Covert Ops is a good all-around choice - they are able to provide bonuses to every single mission.

Mission Pool/Spoilers!
View mission info

[Updated on: Mon, 07 November 2022 10:39]

Report message to a moderator

Private 1st Class
Re: New feature: ARC[message #363647 is a reply to message #363607] Thu, 02 September 2021 05:11 Go to previous messageGo to next message
rftr is currently offline rftr

 
Messages:32
Registered:August 2020
2 new Directives and 3 new Admin Actions have been added in r9161 and gamedir r2615. In addition, one Admin Action in every region can now be changed to whatever you want.

Report message to a moderator

Private 1st Class
Re: New feature: ARC[message #363911 is a reply to message #363607] Sat, 23 October 2021 03:26 Go to previous messageGo to next message
rftr is currently offline rftr

 
Messages:32
Registered:August 2020
I've done a balance pass at r9192 and gamedir r2623.

Specifically:
- The effectiveness of most Admin Actions now scales up with town loyalty.
- Increased rebel radio loyalty gain per day.
- Decreased dead drops intel gain per day.
- Slightly decreased enemy stat loss from supply disruption.
- Reduced daily income from taxes.
- You can now spend 100 supplies to increase a region's loyalty. Doing so will slightly increase the cost of all future Admin Actions.

Report message to a moderator

Private 1st Class
Re: New feature: ARC[message #364266 is a reply to message #363607] Tue, 01 February 2022 17:58 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Hi happy

This looks intruiging. I'm about to start a new playthrough soon, and have a few questions prior to testing:


1) Please clarify:
Toggle Spoiler


2) Calculatory stuff:
Toggle Spoiler


3) Upgrade stats
Toggle Spoiler


4) any chance this makes it into "vanilla" JA2Options.ini ?
Toggle Spoiler


Due to short freetime, it could be a while before i report test results - and i'm still setting up/rumbling through some files at the moment, which can still take a couple days.
Also, no promises that it would be a complete playthrough, because i'm testing some other features for the first time. That, and i am not a "completionist" but more of a "upgrade my mercs" (or other units) type of player, which becomes tricky to not-possible towards a game's end, obviously tired




Edit:
Another "please clarify":
- Directives are exclusive (only one of them can run) *check*
- Admin Actions are inclusive "all", inclusive "only the 6 selected" or exclusive ? I haven't seen a selector, like for Directives


Scratch that.
I had activated ARC on a running (test)game, which had weird consequences. After a fresh start everything looks as it should happy

[Updated on: Thu, 03 February 2022 01:37]

Report message to a moderator

Corporal
Re: New feature: ARC[message #364295 is a reply to message #364266] Sat, 05 February 2022 05:50 Go to previous messageGo to next message
rftr is currently offline rftr

 
Messages:32
Registered:August 2020
Hiya! Thanks for checking out this feature - feel free to ask more questions.

1a) The "Create Propaganda" directive provides a positive modifier whenever you do anything that would increase a town's loyalty. For example (and I'm just pulling numbers out of the air here), if you defeat an enemy patrol and would normally gain 100 loyalty points, you would instead get 125, or 150, or 175 (etc), depending on the level of this directive. This is meant to counteract the slower loyalty gain applied when ARC is active (BASE_LOYALTY_GAIN_MODIFIER).

1b) These numbers are the percentage of a mine's income stolen per level of the Raid Mines directive. Level 1 will steal up to 7.5% of a mine's daily income, and level 2 will steal up to 15%.

2) The basic gist here is that enacting an admin action in one region (for example, Drassen) will increase the cost of further admin actions in Drassen as well as admin actions in other regions, but to a lesser extent.
The formula for the cost of an action is:
(total admin actions in ALL regions) * 4 + (total admin actions in CURRENT region) * 7 + (total number of times you've spent 100 supplies to increase a region's loyalty) * 4

3) Upgrading militia stats is additive to whatever stats the militia would normally get. Max-rank militia can get close to 90s across the board, so increasing their stats past 10 is probably not worth it.

4) This is something that I could look into. Whether it would stack with the ARC modifier or replace it is something I'll have a think about happy

BONUS) It should be possible to enable ARC mid-campaign (and it'll provide you with some supplies to boot so you're not behind!). What weirdness did you encounter when trying that?

Please let me know what you think about this feature after a run-through!

Report message to a moderator

Private 1st Class
Re: New feature: ARC[message #364298 is a reply to message #364295] Sat, 05 February 2022 18:53 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Thanks happy

So far i like it. I only did some brief testing until now, but i find the default stats mostly (*) very well balanced thumbs up

(*) i think that the Merc Support is too high: could be lowered to 15% and then if players upgrade Supply Lines, so taht max town loyalty is at least 80%, Merc Support would still provide 24% at tier 2. Thats noticeably more than non-admin mercs provide (15%), almost the same as the lowest admin merc generates (25%) and then there are only 2 or 3 mercs that can generate more (Carp @40 and Speck @50, don't remember more)

Having that said...i will leave it as is: i rememeber that i was "camping" in cities for ages during my last playthroughs, to train mercs up and repair stuff and fuel the economy. Also, i generally dislike how 1.13 changed, so that you need a rather bigger amount of mercs to complete a lot of jobs (i am generally against "too much" micromanagement in games - though i understand that "too much" is a very flexible and biased term).
The current Merc Support setting will certainly help setting up HQ(s) and shorten the "camping" time happy



rftr wrote on Sat, 05 February 2022 04:50

4) This is something that I could look into. Whether it would stack with the ARC modifier or replace it is something I'll have a think about happy
I hadn't thought of that.
The idea was actually that the loyalty slowdown would be a separate setting for non-ARC playthroughs. As explained, when i enter cities, the loyalty of the first town sector is often way above 20-25%, in some cases even above 30% (playing on Expert difficulty, i find enough patrols around a town to rise loyalty a couple points).
Alma and Balime are always a bit lower, with Balime very often at less than 20% - but what to expect of regime supporters tired


rftr wrote on Sat, 05 February 2022 04:50

It should be possible to enable ARC mid-campaign (and it'll provide you with some supplies to boot so you're not behind!). What weirdness did you encounter when trying that?
Don't have the save anymore. IIRC:
- national overview, the button to upgrade Directives was missing, and Directives didn't provide any effect
- regional overview, all 6 Admin Actions were the Supply Route (and IIRC, the button to change Action 6 was missing)


I'm finally setting up for the playthrough happy
Just need to go through the ini file one more time to clean up all the settings i did for testing.



Edit
I just came across an interesting interaction between ARC and JA2:
; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you
; control more mines and get more loyalty in the towns where the mines are.
If not raising Supply routes to 100%, you can stall game progress - this could help delay some events, if one so desires.

[Updated on: Sat, 05 February 2022 20:18]

Report message to a moderator

Corporal
Re: New feature: ARC[message #364304 is a reply to message #364298] Sun, 06 February 2022 07:41 Go to previous messageGo to next message
rftr is currently offline rftr

 
Messages:32
Registered:August 2020
Mai Ti Miao wrote on Sat, 05 February 2022 18:53
rftr wrote on Sat, 05 February 2022 04:50

4) This is something that I could look into. Whether it would stack with the ARC modifier or replace it is something I'll have a think about happy
I hadn't thought of that.
The idea was actually that the loyalty slowdown would be a separate setting for non-ARC playthroughs. As explained, when i enter cities, the loyalty of the first town sector is often way above 20-25%, in some cases even above 30% (playing on Expert difficulty, i find enough patrols around a town to rise loyalty a couple points).
Alma and Balime are always a bit lower, with Balime very often at less than 20% - but what to expect of regime supporters tired
While there's currently no global modifier, you can manually adjust how much loyalty is gained in \Data-1.13\Scripts\StrategicTownLoyalty.lua. Specifically, the HandleGlobalLoyaltyEvent function.

Report message to a moderator

Private 1st Class
Re: New feature: ARC[message #364308 is a reply to message #364304] Tue, 08 February 2022 22:27 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Hi rftr happy

It only struck me just now: how "big" is a region, respectively how far do Admin Actions project their effect ?

Report message to a moderator

Corporal
Re: New feature: ARC[message #364309 is a reply to message #364308] Wed, 09 February 2022 00:53 Go to previous messageGo to next message
rftr is currently offline rftr

 
Messages:32
Registered:August 2020
Mai Ti Miao wrote on Tue, 08 February 2022 22:27
Hi rftr happy

It only struck me just now: how "big" is a region, respectively how far do Admin Actions project their effect ?
Usually, a region is just the town sectors so the admin actions only take effect inside the town. However, the actions that project further than this are:
- Safehouses (town sectors and up to 1 tile away)
- Harriers (town sectors and up to 1 tile away at level 1 and 2 tiles away at level 2)
- Scouts (town sectors and up to 2 tiles away at level 1 and 3 tiles away at level 2)
- Pathfinders (town sectors and up to 1 tile away at level 1 and 2 tiles away at level 2)
- Supply disruption (town sectors and up to 1 tile away at level 1 and 2 tiles away at level 2)

If multiple towns can apply the same bonuses to a given sector, then only the best bonus applies.

Report message to a moderator

Private 1st Class
Re: New feature: ARC[message #364329 is a reply to message #364304] Sat, 12 February 2022 22:37 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Thanks for the feature, i'm enjoying it very much happy


This means that...
rftr wrote on Sun, 06 February 2022 06:41
Mai Ti Miao wrote on Sat, 05 February 2022 18:53
rftr wrote on Sat, 05 February 2022 04:50

4) This is something that I could look into. Whether it would stack with the ARC modifier or replace it is something I'll have a think about happy
I hadn't thought of that.
The idea was actually that the loyalty slowdown would be a separate setting for non-ARC playthroughs. As explained, when i enter cities, the loyalty of the first town sector is often way above 20-25%, in some cases even above 30% (playing on Expert difficulty, i find enough patrols around a town to rise loyalty a couple points).
Alma and Balime are always a bit lower, with Balime very often at less than 20% - but what to expect of regime supporters tired
While there's currently no global modifier, you can manually adjust how much loyalty is gained in \Data-1.13\Scripts\StrategicTownLoyalty.lua. Specifically, the HandleGlobalLoyaltyEvent function.
...this request is canceled: i don't see why i should turn off ARC - and ARC has the option for slowing down loyalty gain. Working very good too thumbs up




First impression after 1 week of actual gameplay.
Day 35 - Drassen, Chitzena and a SAM liberated (i am a slower player. Although day 35 is comparatively fast for me big grin ).
During the test last week i had Militia Ressources active. I turned off for the playthrough: toooooo much clicking. But as said, i found the default settings to be balanced (based on a tier 2 Warehouse with 80% loyalty). For my next playthrough i might actually switch Militia Ressources on again: without it, the game lacks that certain something. I might raise the numbers though to reduce the clicking (i know: i'm lazy big grin ).
But back to today.




Admin Actions

1) Drassen (90% loyal)
- Dead Drops 1. I only activated Intel so that Enrico doesn't spam with Emails about "how to handle delicate info", and to try the Blackmarket. Receiving 2-8 Intel per day feels subtantial, but then again: "i never tried the Intel feature"
- Supply Disrupt 1. Was an afterthought, bought with the last supplies, when i saw the Drassen Counter Attack approaching. That, and later dealing with enemy patrols/attacks in the area "felt" easier (DCA: let the enemy enter the mine sector, only 3 mercs wounded and only minor wounds, 11/40 Militia survived - usually the merc situation is worse and no Militia survive...if i deal with the DCA within town borders, instead of going to the country side), but i lack actual empirical or statistical data
- Scouts 2. Small feature, big effect. I love it
- Harriers 2. Together with Scouts it is pretty good for planning the defense in the region
Yes, i overdid Drassen a little (*)

2) Chitzena (67% loyal)
- Mining 2. Technically a waste (with regards to increasing Supply costs) considering Chitzena's low mining output, but for a slow player every little bit can become substantial over the course of a game. I imagine on "the big 3" mines, this Admin Action will be golden
- Merc Support 2. I love it. Almost feels as if classic JA2 repair speeds would apply, and training and everything else is also much faster

3) overall
- what i sometimes dislike is, that only Admin Action 6 can be changed. If that spot is occupied by something you want, while among the other 4 random AAs is one that you do not want (eg because already present at other towns)...well, only "sometimes" i think of that. This won't matter much over the course of a game and it actually adds to the fun
- it would be nice to have tooltips (like you did for Directives) detailing the AAs, including which is based on town loyalty. If too difficult to change the UI (i know how much coders and modders "love" UI work because of that), at least adding the loyalty info to ini and/or here to the thread would be great
- Taxes. We are the liberators, we don't tax ;)
- (*) thinking about "i overdid the town/don't need action X anymore", maybe you could add a "demolish" feature: for
(total admin actions in CURRENT region) * 7 + (total number of times you've spent 100 supplies to increase a region's loyalty) * 4 + (tier of admin action to demolish) * (total number times of you demolished in CURRENT region)


maybe with an additional penalty to loyalty
((RND 2-6) * (tier of demolished action) %) loyalty drop in CURRENT region)
players could reset Admin Actions. I understand that the cost of an action is determined by formula, and that "demolish" would mess with that, so i'm not sure if it is worth the trouble



Directives

1) Gather Supplies. During testing and fully upgraded, this adds substantial amounts of Supplies.
I do imagine, once i get to the later stages of the game, that i will get back to that directive: i will surely want to "fully build-up" Cambria and Grumm, Alma and maybe Bailime will also need some, thus the Supply costs might explode, even with my slower pace big grin

2) Raid Mines. I went with raiding for the playthrough: as a slower player i was relatively sure i would have enough Supplies once getting to the second town, while fueling the economy would be more important early on.
Raiding...i'm not sure what to think of it. For slow players, it will raise a lot of money.
If i understand it correctly, it is based on the mines "not yet liberated". I come to this conclusion because, after taking Chitzena, the lower limit for raiding went from ca 14$ up to ca 140$ - maybe i'm just lucky, but i haven't seen anything less than 100$ ever since Chitzena Mine is working for our side.
I feel like 1 additional modifier/operand could be useful for balancing:
- maybe "each mine controlled by our side increases fail chance by X"
- or "at start of game we can have a maximum of N raids per day. Each mine controlled by our side reduces N by 1"
Something like that. Maybe my impression is skewed, because i play slower and respectively: i didn't "fully" watch the message/history log (on Strategic Map, which informs about training/repairing progress, weather changes, etc), i never do so when advancing time ("toooo much clicking", sort of ;) )

3) Support Militia. I have already thrown an eye onto it as the next Directive.
Could you check it please: the Daily Expenses overview on Strategic Map only updates, if the Directive was in effect for a full straight 24 hours (eg if changing directive at 19:00, it takes 5+24 hours to update). I was a little confused, because i thought it would update at the first midnight.

4) overall
- Draft. I have a very low atrition rate among Militia - also, we are the liberators, we don't draft ;)
- Create Propaganda (or Rebel Radio). Maxing Drassen's loyalty was easy, but Chitzena has slowed down (well, it was slow to begin with). Besides Support Militia, this is another option i am considering, for when switching out of Raid Mines.




I guess that some of the Admin Actions and Directives i will not try out: don't fit to my playstyle or respectively, the situation on my chosen difficulty level didn't create the need (eg i don't play with Covert Ops and Intel and Interrogations -> no need for the Create Turncoats. Or, Regional Fortifications are difficulty and progress dependent, thus so far not build - though i think this will change once the third town is liberated).
But anyway, ARC is a great feature thumbs up



Edit:
Regarding Admin Actions, if a specific feature is turned off, is the linked Admin action blocked from the random pool ? Example, Militia Ressources off -> Warehouses will not be chosen at random.
I saw that Warehouses appear on the list, if you want to manually change AA 6.

[Updated on: Sat, 12 February 2022 22:56]

Report message to a moderator

Corporal
Re: New feature: ARC[message #364334 is a reply to message #364329] Mon, 14 February 2022 19:44 Go to previous messageGo to next message
rftr is currently offline rftr

 
Messages:32
Registered:August 2020
Thanks for the feedback!

Mai Ti Miao wrote on Sat, 12 February 2022 22:37
Admin Actions

1) Drassen (90% loyal)
- Dead Drops 1. I only activated Intel so that Enrico doesn't spam with Emails about "how to handle delicate info", and to try the Blackmarket. Receiving 2-8 Intel per day feels subtantial, but then again: "i never tried the Intel feature"
- Supply Disrupt 1. Was an afterthought, bought with the last supplies, when i saw the Drassen Counter Attack approaching. That, and later dealing with enemy patrols/attacks in the area "felt" easier (DCA: let the enemy enter the mine sector, only 3 mercs wounded and only minor wounds, 11/40 Militia survived - usually the merc situation is worse and no Militia survive...if i deal with the DCA within town borders, instead of going to the country side), but i lack actual empirical or statistical data
- Scouts 2. Small feature, big effect. I love it
- Harriers 2. Together with Scouts it is pretty good for planning the defense in the region
Yes, i overdid Drassen a little (*)

2) Chitzena (67% loyal)
- Mining 2. Technically a waste (with regards to increasing Supply costs) considering Chitzena's low mining output, but for a slow player every little bit can become substantial over the course of a game. I imagine on "the big 3" mines, this Admin Action will be golden
- Merc Support 2. I love it. Almost feels as if classic JA2 repair speeds would apply, and training and everything else is also much faster

3) overall
- what i sometimes dislike is, that only Admin Action 6 can be changed. If that spot is occupied by something you want, while among the other 4 random AAs is one that you do not want (eg because already present at other towns)...well, only "sometimes" i think of that. This won't matter much over the course of a game and it actually adds to the fun
- it would be nice to have tooltips (like you did for Directives) detailing the AAs, including which is based on town loyalty. If too difficult to change the UI (i know how much coders and modders "love" UI work because of that), at least adding the loyalty info to ini and/or here to the thread would be great
- Taxes. We are the liberators, we don't tax ;)
- (*) thinking about "i overdid the town/don't need action X anymore", maybe you could add a "demolish" feature: for
(total admin actions in CURRENT region) * 7 + (total number of times you've spent 100 supplies to increase a region's loyalty) * 4 + (tier of admin action to demolish) * (total number times of you demolished in CURRENT region)


maybe with an additional penalty to loyalty
((RND 2-6) * (tier of demolished action) %) loyalty drop in CURRENT region)
players could reset Admin Actions. I understand that the cost of an action is determined by formula, and that "demolish" would mess with that, so i'm not sure if it is worth the trouble
My original thinking behind only one Admin Action being changeable was that it would otherwise be possible to create "perfect" regions every single game. Limiting the changes forces some adaptation each game, but I can think about increasing or removing this limitation with some sort of larger tradeoff.

It's interesting to me that you're trying to avoid stacking duplicate Admin Actions. I myself tried to intentionally stack what I perceived as useful ones (Dead Drops, Smugglers, Safehouses) to rapidly gain resources in the early game. I might think about a minor stacking penalty or something to encourage enacting different AAs across regions.

Glad to hear that overall, most of the Admin Actions seem useful.

I'll add a to-do for tooltips happy
EDIT: Tooltips added at r9303.


Mai Ti Miao wrote on Sat, 12 February 2022 22:37
Directives

1) Gather Supplies. During testing and fully upgraded, this adds substantial amounts of Supplies.
I do imagine, once i get to the later stages of the game, that i will get back to that directive: i will surely want to "fully build-up" Cambria and Grumm, Alma and maybe Bailime will also need some, thus the Supply costs might explode, even with my slower pace big grin

2) Raid Mines. I went with raiding for the playthrough: as a slower player i was relatively sure i would have enough Supplies once getting to the second town, while fueling the economy would be more important early on.
Raiding...i'm not sure what to think of it. For slow players, it will raise a lot of money.
If i understand it correctly, it is based on the mines "not yet liberated". I come to this conclusion because, after taking Chitzena, the lower limit for raiding went from ca 14$ up to ca 140$ - maybe i'm just lucky, but i haven't seen anything less than 100$ ever since Chitzena Mine is working for our side.
I feel like 1 additional modifier/operand could be useful for balancing:
- maybe "each mine controlled by our side increases fail chance by X"
- or "at start of game we can have a maximum of N raids per day. Each mine controlled by our side reduces N by 1"
Something like that. Maybe my impression is skewed, because i play slower and respectively: i didn't "fully" watch the message/history log (on Strategic Map, which informs about training/repairing progress, weather changes, etc), i never do so when advancing time ("toooo much clicking", sort of ;) )

3) Support Militia. I have already thrown an eye onto it as the next Directive.
Could you check it please: the Daily Expenses overview on Strategic Map only updates, if the Directive was in effect for a full straight 24 hours (eg if changing directive at 19:00, it takes 5+24 hours to update). I was a little confused, because i thought it would update at the first midnight.

4) overall
- Draft. I have a very low atrition rate among Militia - also, we are the liberators, we don't draft ;)
- Create Propaganda (or Rebel Radio). Maxing Drassen's loyalty was easy, but Chitzena has slowed down (well, it was slow to begin with). Besides Support Militia, this is another option i am considering, for when switching out of Raid Mines.
Gather Supplies - this is a tough one, since the player ultimately determines how long the game goes on, and will eventually have more supplies/money/resources than they know what to do with.
Raid Mines - you're correct. The income here is calculated from the mines not under player control, and is siphoned from funds that would otherwise go to the Arulco Special Division (which purchases and deploys mechanised units). Despite how useful this potentially sounds I found myself rarely using it.
Support Militia - this is supposed to take effect on the first midnight after you select it. I'll have to double check whether it's a UI issue or if it's not applying the bonus correctly.
Draft - clearly I'm playing wrong - my militia forces die in droves, especially late game happy

There are a few other Directives that unlock as your game progress climbs. I'm interested to hear your thoughts on those too once you unlock them.

Mai Ti Miao wrote on Sat, 12 February 2022 22:37
Edit:
Regarding Admin Actions, if a specific feature is turned off, is the linked Admin action blocked from the random pool ? Example, Militia Ressources off -> Warehouses will not be chosen at random.
I saw that Warehouses appear on the list, if you want to manually change AA 6.
Yes - if a feature is disabled, the Admin Action won't roll as part of a region's randomised pool.

[Updated on: Wed, 16 February 2022 20:29]

Report message to a moderator

Private 1st Class
Re: New feature: ARC[message #364343 is a reply to message #364334] Thu, 17 February 2022 06:46 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Sorry for the late answer.
I had already written a message, but maybe due to some formatting error on my part the forum didn't want to send it. Only when i now saw someone could post messages it struck me that the error is on my side and not the forum.
I'll check later today what could be wrong in my text.

[Updated on: Thu, 17 February 2022 06:56]

Report message to a moderator

Corporal
Re: New feature: ARC[message #364344 is a reply to message #364343] Fri, 18 February 2022 06:36 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Sorry again for the late answer. There seems to be a problem with forum code, thus i use plain text.



QUOTE
My original thinking behind only one Admin Action being changeable was that it would otherwise be possible to create "perfect" regions every single game. Limiting the changes forces some adaptation each game, but I can think about increasing or removing this limitation with some sort of larger tradeoff.
QUOTE

I understand that. As said: i think the whole ARC is very well balanced, and this particular part also adds to the fun.
Like on christmas: sometimes you think "uff, grandma made another one of those pesky knit sweaters...but at least mama and papa got me the toys i wanted"



QUOTE
It's interesting to me that you're trying to avoid stacking duplicate Admin Actions. I myself tried to intentionally stack what I perceived as useful ones (Dead Drops, Smugglers, Safehouses) to rapidly gain resources in the early game. I might think about a minor stacking penalty or something to encourage enacting different AAs across regions.
QUOTE

It was not some sort of grand strategy. I just
- ran out of supplies at some point
- was considering the build-up of the next town (increasing costs, the more developed the previous towns are)
- forgot to check how many supplies i have (without Gather Supplies and with only 1 town for a longer period of time, collecting supplies is slow, even for slower players)
In fact, the day after my posting i did check and seeing how many supplies i had collected in the meantime, i immedeately upgraded Drassen and Chitzena further

I'm not sure if another balancing factor for stacking/not stacking is necessary. Quicker players will be penalized for no reason, slower players just wait a couple days longer to finish their build-up.
I mean, going into the third town, with the other 2 pretty much build-up, results in quite high supply costs for AAs. And you cannot avoid stacking some AAs, due to necessity and randomness.

What i meant, or thought about, with "demolishing", was for example if players realize that they receive enough ressources (Intel/Volunteers/Militia Ressources) by other means, or the game advanced to a point that a certain AA is not necessary anymore (Taxes), then the players are stuck with their choices. In case of ressources, that's fine, but Taxes are nasty with the Loyalty drop - and the only way to work against Taxes is Rebel Radio, which if not present among random choices can only be put on AA6...Now that i read my thoughts myself, the otpion i am actually thinking about is not "demolish", but a way of turning Taxes on and off. This would be more reasonable

Report message to a moderator

Corporal
Re: New feature: ARC[message #364345 is a reply to message #364344] Fri, 18 February 2022 06:38 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
QUOTE
Gather Supplies - this is a tough one, since the player ultimately determines how long the game goes on, and will eventually have more supplies/money/resources than they know what to do with.
Raid Mines - you're correct. The income here is calculated from the mines not under player control, and is siphoned from funds that would otherwise go to the Arulco Special Division (which purchases and deploys mechanised units). Despite how useful this potentially sounds I found myself rarely using it.
Support Militia - this is supposed to take effect on the first midnight after you select it. I'll have to double check whether it's a UI issue or if it's not applying the bonus correctly.
QUOTE

Supplies: Yes, i realized that too. The day after my posting i checked supplies and found that i had enough to continue the build-up of towns.


Message 2/2
There was actually more, but the forum won't let me add longer texts or more posts. Im kinda p-o-ed.

[Updated on: Fri, 18 February 2022 06:49]

Report message to a moderator

Corporal
Re: New feature: ARC[message #364351 is a reply to message #364345] Sat, 19 February 2022 03:41 Go to previous messageGo to next message
rftr is currently offline rftr

 
Messages:32
Registered:August 2020
That's a good point about Taxes not being toggleable. You can chalk that up to me being lazy about how I implemented AAs. I've thought about how I can expand ARC in the future, and being able to enable/disable AAs is definitely on the plate (along with other new things that can be toggled).

Side note: I've also noticed that the forum occasionally likes to throw away my post attempts. To alleviate this, I copy my post into a local program, refresh the forum, and re-paste to try again.

Report message to a moderator

Private 1st Class
Re: New feature: ARC[message #364358 is a reply to message #364351] Sun, 20 February 2022 05:58 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Great to hear about the toggling happy

Regarding the forum: what can(not) be answered or written seems to be random.
Example, i could write this short message, but the rest of my previously planned text doesn't go through speechless

[Updated on: Sun, 20 February 2022 06:00]

Report message to a moderator

Corporal
Re: New feature: ARC[message #364359 is a reply to message #364358] Sun, 20 February 2022 06:51 Go to previous messageGo to next message
Shadooow is currently offline Shadooow

 
Messages:109
Registered:April 2009
Location: Czech Republic
Mai Ti Miao wrote on Sun, 20 February 2022 05:58
Great to hear about the toggling happy

Regarding the forum: what can(not) be answered or written seems to be random.
Example, i could write this short message, but the rest of my previously planned text doesn't go through speechless
try posting short message and edit it afterwards, I know not a real solution, but if this works then it is at least something

Report message to a moderator

Sergeant
Re: New feature: ARC[message #364384 is a reply to message #364359] Sat, 26 February 2022 14:12 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
RE: Raid Mines
With Chitzena under our control, IIRC it averages around 2.500$ per day. So you're almost having a second Chitzena Mine. Depending on how quick (or rather how slow) players manage to raise Chitzena's loyalty, Raiding might actually be worth more or at least equal to the town's mine for a while.
For slower players, that is enough i think.
As for helping faster players, maybe you could double the amount that is stolen from the Aruclo Special Division, but keep the amount that players receive.
Example: players still get only 2.500$, but ASD loses 5.000$.
The difference is taken by Rebels as "their share": they need ammo for the raids and food to survive.

Report message to a moderator

Corporal
Re: New feature: ARC[message #364385 is a reply to message #364384] Sat, 26 February 2022 14:14 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
RE: Support Militia
Sorry that i wasn't clear: the bonus applies correctly, it is only the UI that takes longer to update.



Quote:
Draft - clearly I'm playing wrong - my militia forces die in droves, especially late game happy
I'm not sure about playing wrong. But when it comes to playing right: if you have fun, then you are playing right happy

You mentioned the Arulco Special Division feature.
I am scared about the enemy throwing jeeps and tanks into the mix of patrols and assault groups (and garrisions, i guess), so i play without ASD, yet. I wanted to try it out at some point though, but...jeeps and tanks suprised
I think it is actually the jeeps that scare me more, having seen the demo video of it shredding mercs left and right and surviving a direct RPG hit.

Report message to a moderator

Corporal
Re: New feature: ARC[message #364386 is a reply to message #364385] Sat, 26 February 2022 14:17 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
RE: Directives
Meanwhile, i switched to HVT Strikes.
My economy was running and with 1 of the "big 3" mines about to enter our services, it was time to switch.
However, "my economy is running", so that Militia Support didn't quite seem to be the right choice.

The usefulness of HVT Strikes is not quantifyable (game progress and enemy composition ever changing and then still random), but it is among the lines of "player moral": if you are playng while being tired, you make bad choices, overlook details and don't lead your troops effectively. This will make your troops perform poorly.

HVT has a similar, though positive, effect: we are doing them pain, victory will be ours *insert heroic speech*

I've noticed though (almost always having Ira with binocs observe the area), that enemies are much less likely to bandage each other - apparently much fewer medics around thumbs up

[Updated on: Sat, 26 February 2022 14:26]

Report message to a moderator

Corporal
Re: New feature: ARC[message #364387 is a reply to message #364386] Sat, 26 February 2022 14:18 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Propaganda was a hot competitor, however.
I picked Alma as town number 3 for our liberation efforts and...for the first time in years i slightly panicked, because the "town no.3" we started to liberate didn't come with 20+ loyalty.
Since it was Alma, i cleared 7 patrols in its vicinity. Add 3 more enemy groups we took out under way to Alma (moving out of Drassen, so the battles were close enough to count). But after the first sector, we had only 12 suprised loyalty.
Immedately went for the second sector (18 loyal) and then moved out to do the Bloodcat Quest (haven't done the quest in a decade or longer).
With the quest completed, militia training for 2 sectors, Rebel Radio lvl2, and 3 more battles, (all that over the course of only 48 ingame hours - i got all sweaty and had a high pulse from all the hectic ;) ) we are at 29 loyalty now.
I guess for Alma (2 more sectors, 1 more quest) i won't activate Propaganda, but Balime and Grumm are different topics, with the loyalty being a serious aspect now.
I'm loving how loyalty works under ARC thumbs up



To a bit to get here: a couple of days went by with me trying to standardize equipment, in particular LBE, and upgrade weaponry. And me only trying to plant the whole message in 1 go instead of cutting it to pieces speechless

[Updated on: Sat, 26 February 2022 14:24]

Report message to a moderator

Corporal
Re: New feature: ARC[message #364388 is a reply to message #364387] Sat, 26 February 2022 14:20 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Message 5/5 (or 7/7, with those from last week), the forum still being picky for/with me.


@ ShaDoOoW
Tried that too, also writing PMs. Right now i'm happy if i can write short messages and multiple posts in a row - last time i tried it, i could only write 2 posts in a row.
It is also totally random, how long a message may be, example, message 4 is longer than my initial 2-3 attempts for message 1 not sure

[Updated on: Sat, 26 February 2022 14:29]

Report message to a moderator

Corporal
Re: New feature: ARC[message #364404 is a reply to message #364388] Thu, 03 March 2022 09:49 Go to previous messageGo to next message
rftr is currently offline rftr

 
Messages:32
Registered:August 2020
I'm really enjoying reading your comments on each directive - great feedback!

Quote:
As for helping faster players, maybe you could double the amount that is stolen from the Aruclo Special Division, but keep the amount that players receive.
Example: players still get only 2.500$, but ASD loses 5.000$.
The difference is taken by Rebels as "their share": they need ammo for the raids and food to survive.
I like this idea - simple, too.

Quote:
You mentioned the Arulco Special Division feature.
I am scared about the enemy throwing jeeps and tanks into the mix of patrols and assault groups (and garrisions, i guess), so i play without ASD, yet. I wanted to try it out at some point though, but...jeeps and tanks suprised
I think it is actually the jeeps that scare me more, having seen the demo video of it shredding mercs left and right and surviving a direct RPG hit.
The ASD can change up the game, especially if you're not prepared to deal with mechanised units attacking you. Personally, I either turn tanks off or set their introduction to be very late-game, since they'll be waiting for you in Meduna anyway.

Quote:
The usefulness of HVT Strikes is not quantifyable (game progress and enemy composition ever changing and then still random), but it is among the lines of "player moral": if you are playng while being tired, you make bad choices, overlook details and don't lead your troops effectively. This will make your troops perform poorly.

HVT has a similar, though positive, effect: we are doing them pain, victory will be ours *insert heroic speech*

I've noticed though (almost always having Ira with binocs observe the area), that enemies are much less likely to bandage each other - apparently much fewer medics around
Yeah, unfortunately you can't reliably tell how well HVT Strikes is working unless it's fully upgraded and you do a few battles with it on/off to compare. Fewer enemy medics is definitely one of the expected benefits though happy

Quote:
Propaganda was a hot competitor, however.
I picked Alma as town number 3 for our liberation efforts and...for the first time in years i slightly panicked, because the "town no.3" we started to liberate didn't come with 20+ loyalty.
Since it was Alma, i cleared 7 patrols in its vicinity. Add 3 more enemy groups we took out under way to Alma (moving out of Drassen, so the battles were close enough to count). But after the first sector, we had only 12 suprised loyalty.
Immedately went for the second sector (18 loyal) and then moved out to do the Bloodcat Quest (haven't done the quest in a decade or longer).
With the quest completed, militia training for 2 sectors, Rebel Radio lvl2, and 3 more battles, (all that over the course of only 48 ingame hours - i got all sweaty and had a high pulse from all the hectic ;) ) we are at 29 loyalty now.
I guess for Alma (2 more sectors, 1 more quest) i won't activate Propaganda, but Balime and Grumm are different topics, with the loyalty being a serious aspect now.
I'm loving how loyalty works under ARC thumbs up
This is pretty much how I want directives to feel - pick what you need for your current situation, and then swap out as you require. Glad to read that you're enjoying it!

Report message to a moderator

Private 1st Class
Re: New feature: ARC[message #364405 is a reply to message #364404] Thu, 03 March 2022 21:58 Go to previous messageGo to next message
Mai Ti Miao is currently offline Mai Ti Miao

 
Messages:71
Registered:November 2018
Quote:
The ASD can change up the game, especially if you're not prepared to deal with mechanised units attacking you. Personally, I either turn tanks off or set their introduction to be very late-game, since they'll be waiting for you in Meduna anyway.
Good idea happy I had overlooked that each asset can be switched on/off individually.

Quote:
Yeah, unfortunately you can't reliably tell how well HVT Strikes is working unless it's fully upgraded and you do a few battles with it on/off to compare. Fewer enemy medics is definitely one of the expected benefits though happy
I have finally come noticeably above the 40 Game Progress mark, also waited a couple days to let the game update enemy ranks. And then, as you suggested, fought some battles with and without HVT Strikes. It is noticeable. I guess with the "A-Team" ranked-up more and equiped better, this Directive can have quite an impact....which leaves in me a dilemma: i want Spotters too! big grin

Quote:
This is pretty much how I want directives to feel - pick what you need for your current situation, and then swap out as you require. Glad to read that you're enjoying it!
Yeah, i think i'm finally getting the hang of it, it is pretty fun happy

Will take a couple days break off of JA2. And then restart: i am overall unhappy with my chosen difficulty, and have too many mercs (23, that's too much for Expert - at least for my taste of "low micromanagement" ).
I'll restart on Insane, mix up my teams a little, and probably finally have my first taste of ASD happy

[Updated on: Thu, 03 March 2022 22:00]

Report message to a moderator

Corporal
Re: New feature: ARC[message #364968 is a reply to message #363607] Mon, 07 November 2022 10:40 Go to previous message
rftr is currently offline rftr

 
Messages:32
Registered:August 2020
Expanded ARC with a new feature: agent missions! The first post has been updated with more info.

Report message to a moderator

Private 1st Class
Previous Topic: New Feature: Upgradeable Robot
Next Topic: Split the 'Ranger' trait
Goto Forum:
  


Current Time: Thu Apr 18 21:55:33 GMT+3 2024

Total time taken to generate the page: 0.02499 seconds