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> Militia Mod now available., 1.0 Alpha.
Elevrai
post Jan 2 2006, 02:25 AM
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This mod will improve the militia's equipment to better configurations. Now, instead of a regular half-equipped joe, you will meet in the field:

-The Commander: Inspire his troops, fight even when uncouncious.
-The Scout: Observe and detect the enemy.
-The Medic: Heal and even revive fallen comrades.
-The Sniper: Kill at far range.
-The Heavy Gunner: Lots of bullets, lots of wounds.
-The Launcher: Incoming!
-The Technician: Different guns for different threats.

Take note that the 3 defense buildings will equip and train differently the classes above.

Screenshot:



Also, Defense buildings will generate more defense and troops overall, forcing invaders to change their plans and fight elsewhere. Cultists and other may even never attack an well defended base and provinces.

The Mod can be installed and removed by simply adding or removing the files in the MilitiaMod.Zip.

FILES:
MilitiaMod: Key file to be added.
ReinforceMod: File to add more friendlies on the battlefield. Delete this file if you use a "Enemy Increaser" mod such as "Alien Assault".

COMPATIBILITY:
This mod is compatible with current equipment mods such as ShadoWarrior's Weapon Rebalance Mod or Darkreaver1980's Laser and Missileweapons Balance Mod.
"Enemy Increaser" needs an specific installation as shown above.


Comments welcome. cool.gif


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ShadoWarrior
post Jan 2 2006, 02:38 AM
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You should mention in your readme file that this mod is 100% compatible with my Weapon Rebalance mod, since I know lots of people will ask that question ...


PS - great job!


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Elevrai
post Jan 2 2006, 02:52 AM
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QUOTE (ShadoWarrior @ Jan 2 2006, 02:38 AM)
You should mention in your readme file that this mod is 100% compatible with my Weapon Rebalance mod, since I know lots of people will ask that question ...


PS - great job!

Thanks!

I'm going to add this but I just need one confirmation. The mod gives modded weapons to the militias and they are using thoses:

XM-8
MP5
Laser Pistol
SR-25
Laser Rifle
LAW
M60E3
Colt submachinegun

If the hardpoints remains the same, it should be ok. If not, the only problem which will be encountered is that the game will not put units with conflicting weapons. Others will be ok.


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ShadoWarrior
post Jan 2 2006, 03:08 AM
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QUOTE (Elevrai @ Jan 1 2006, 08:52 PM)
If the hardpoints remains the same, it should be ok. If not, the only problem which will be encountered is that the game will not put units with conflicting weapons. Others will be ok.

My MP5 and Colt SMGs have an umderbarrel slot that the unmodded ones lack. I think the game will add 'conflicting' weapons anyway, because it is possible to have more than one of each type in inventory if they differ in number of slots. (I used to have several different MP5s until I did a savegame edit.) Perhaps you can test the compatibility to confirm (or refute) my supposition?


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Elevrai
post Jan 2 2006, 03:52 AM
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If it's something added, it should be ok. Withdrawn slots could cause small problems. For example, if one of the variants used for outfitting an "Cultist Commander" is judged invalid by the game(wrong items in backpack, wrong add-on, wrong health or skill), it will use one of the 6 others configs available. For militia, it may cause one of the 7 classes to be dropped but if your mod is ok with current possibilities & configs, no problems should occur.

The game was a lot picky when I tried to add something "not allowed" such as a Power shield on the Heavy Armor or 2 gyros. dry.gif But beside that, the game seems a lot permissive concerning equipment: Seems possible to give a PKM, hundreds of ammo, lvl 3 gunman and lvl 3 ranger to a MorelMan!
laugh.gif


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ShadoWarrior
post Jan 2 2006, 04:06 AM
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QUOTE (Elevrai @ Jan 1 2006, 09:52 PM)
If it's something added, it should be ok. Withdrawn slots could cause small problems ... but if your mod is ok with current possibilities & configs, no problems should occur.

The only weapon I removed slots from is the HK69 GL, so as long as you don't add any of them into your mod, our two mods will get along just fine.


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Elevrai
post Jan 2 2006, 05:43 AM
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Small update:
The new classes are showing up fine in their special missions but their numbers doesn't seems to change. I will investigate this to see if it's just a bug in my mod. Going to upload fix + updated readme as soon as possible.

But for the world strategic map, it's working really well:

Base without Militia:
Attacks from Wargots and Cultists everywhere possible.

Base with a lot of Militia:
No attack there even if it's near a lot of Cultist territory.

Every bases with Militia:
The enemy will try everything else before attacking the player. This mean attacking every reacheable Human/Psionic/Cyborg/Mutant near the player before. Had more than 30 Wargot/Cultists attacks in a month and 20 went to a Psionic territory while the other 10 went to a lone Human territory in South Africa which, being out of reach from Cultists, was getting mauled by Wargots everytime. Even saw an angry mutant offensive taking Moscow from Cultist's hands.

Great way to direct the global fight.


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lgonggr22
post Jan 2 2006, 08:46 AM
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Just one question :
Will you still lose the base if all the milita are killed, but your troops are still alive ?

Cheers,
Lodewijk


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ShadoWarrior
post Jan 2 2006, 09:15 AM
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My guess is yes, since that is likely to be hardcoded inside the game .exe itself.


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mailor
post Jan 2 2006, 10:19 AM
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What? mutants can attack other provinces? This never happened to me.

PS: nice work ELvrai!
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Elevrai
post Jan 2 2006, 04:04 PM
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QUOTE (lgonggr22 @ Jan 2 2006, 08:46 AM)
Just one question :
Will you still lose the base if all the milita are killed, but your troops are still alive ?

Like ShadoWarrior said, it's hard-coded. But the equipment/skills/hit points are better on the field. They should not be killed as easily but if it's the case, I'll improve their health. Also, the "Militia" autoresolve button which is added when obtaining defensive missions REALLY tilt in your favor if your garrison is full.


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Slaughter
post Jan 2 2006, 05:04 PM
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Nice! Mind if I add it to StrategyCore?


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Elevrai
post Jan 2 2006, 05:12 PM
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QUOTE (Slaughter @ Jan 2 2006, 05:04 PM)
Nice! Mind if I add it to StrategyCore?

No problems! smile.gif


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Slaughter
post Jan 2 2006, 11:10 PM
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QUOTE (Elevrai @ Jan 2 2006, 07:12 PM)
QUOTE (Slaughter @ Jan 2 2006, 05:04 PM)
Nice! Mind if I add it to StrategyCore?

No problems! smile.gif

Added here. Let me know if anything should be changed.


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Greyhunt
post Jan 8 2006, 08:55 PM
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This is a mod I was waiting for smile.gif

Keep up the good work!
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