OpenXcom Forum
OpenXcom Forks => OXCE Suggestions NEW => OpenXcom Extended (OXCE) => OXCE Suggestions OK => Topic started by: bulletdesigner on August 07, 2018, 12:09:24 pm
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Is there a way you can only recruit x number of soldier type x in one month (next month more available)
meaning for hire
EX you can recrute on max per month:
type A 10 guys , (Only next month another 5 are available)
tybe B 20 guys and (Only next month another 10 are available)
type C 30 guys (Only next month another 30 are available)
I remember xcom apocalypse having that mechanics for armor´s on market, and having to wait next month for that piece
also some mechanics for the value of stuff. It start´s going down when you sell a bunch but that´s other topic
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One possible way of doing this without any engine edits would be to make "requisition" items that you'd obtain from a mission that occurs every month and use a manufacturing project to turn these requisitions into soldiers of a certain type.
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I remember xcom apocalypse having that mechanics for armor´s on market, and having to wait next month for that piece
also some mechanics for the value of stuff. It start´s going down when you sell a bunch but that´s other topic
Apocalypse has limited pools for everything, from items, to soldiers, to scientists.
(In Apocalypse you can see the stats of the personnel before hiring, though. Also the UI of the marketplace is suited for the existence of limited pools.)
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In fact, the original UFO had restrictions on hiring personnel.
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I take it then they quickly removed those limits, because all I remember was living space was the only limit.
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In fact, the original UFO had restrictions on hiring personnel.
which version and what restriction exactly?
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which version and what restriction exactly?
Before openxcom yet. Here is UFO Defense-Extender. Try the first base to sell all the engineers and buy soldiers.
P.S By the way, this Extender has some interesting features. For example, the analysis of navigation captured UFO, which I talked about.
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So this restriction was added by a mod. Okay. Good to know.
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So this restriction was added by a mod. Okay. Good to know.
No, it's always been there. There is an option that reduces the limit even more.
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According to the article (https://www.ufopaedia.org/index.php/Hiring/firing) on the topic, there's a maximum of 250 soldiers in the original game. No other limits are mentioned.
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Checked again on the base UFO without mods - more than 100 soldiers at the same time can not be hired.
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The 100 limit isn't a soldier thing - that's just how many separate transfer entries you could have at one time.
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Everything in the original game has limits. That's not a feature, that's a technical limitation.
Ethereal: Don't upload copies of the original game.
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However, I do not think that it would be difficult to limit the possibility of hiring of personnel. And both combat and technical personnel.
Ethereal: Don't upload copies of the original game.
I understood.
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Is there a way you can only recruit x number of soldier type x in one month (next month more available)
meaning for hire
EX you can recrute on max per month:
type A 10 guys , (Only next month another 5 are available)
tybe B 20 guys and (Only next month another 10 are available)
type C 30 guys (Only next month another 30 are available)
I remember xcom apocalypse having that mechanics for armor´s on market, and having to wait next month for that piece
also some mechanics for the value of stuff. It start´s going down when you sell a bunch but that´s other topic
Something like that can be achieved using geoscape events and manufacturing.
You can schedule monthly events that give you certain amount of rare/unique resources and then use the resources to hire soldiers via manufacturing UI.
Not super convenient, but gets the job done I guess.
I'll keep the suggestion open.
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If the suggestion remains open, would the suggestion of the prior cancel feature “Dynamic Economy” be revive as well? The two share similarities.
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If the suggestion remains open, would the suggestion of the prior cancel feature “Dynamic Economy” be revive as well? The two share similarities.
No, dynamic economy feature is rejected.
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In the vanilla game, soldier is treated as an item to be purchase, just like scientist and engineer. If changes can be made in allowing a random amount of availability monthly for soldier. Then this can be made universal for all items can be purchase? Not just for soldier alone?
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Of course, everything can be done. That doesn't mean it will be done.
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Thank you for the feed back.