I don't think it's a bad concept, but one thing is bothering me: you can't set and properties on the produced soldier, so recruiting a white woman can give you a black male agent... :)
Hello and thank you for deeming my mod deserving a submod.
I don't think it's a bad concept, but one thing is bothering me: you can't set and properties on the produced soldier, so recruiting a white woman can give you a black male agent... :)
The concept is really interesting but it's questionable one would be able to recruit a regular citizen, no matter how able and experienced, into a government organization just like that. Even the most able individuals need a background check and, even more important and what's currently ignored - some idea of what they're getting themselves into.
I still think it's very important to get code support first which so the game could track face and other qualities of the person. No feature that requires external fiddling (like save editing, manual modifications) is a finished, decently working feature. Even fluffwise, brought above example of "we turned this caucasian lady into a burly black man" would be a huge stretch even if someone would try to improvise fluff for it.
Especially since the point of it is to recruit those particular individuals, not merely be able to pick them to get some other, random individual added to the roster.
Hello and thank you for deeming my mod deserving a submod.
I don't think it's a bad concept, but one thing is bothering me: you can't set and properties on the produced soldier, so recruiting a white woman can give you a black male agent... :)
Yeah, it's a shame that we can't do this (or if we can I have no clue how to).
You can now use "spawnedSoldier" to individualize the generated soldier. I just checked it - it works!
https://openxcom.org/forum/index.php/topic,8615.msg132649.html#msg132649
This mod is actually pretty much what happens during the second episode Gerry Anderson's UFO TV series (one of the main inspirations for UFO defense), test pilot witnesses a UFO being shot down by SHADO (the x-com-like organization in the show) and immediately starts investigating and snooping around (like the league's missions), he gets the "Concerned Citizen" treatment at some point via some melee by SHADO agents themselves too LMAO, at the end he ends up getting recruited as one of the combat pilots.
Hi, I like the idea and I thinking about a bit more different change - why not to do this with every saved citizen from every mission from the begining. And forbid any purchase of the soldier/scientist/engineer till some research or unlock with Promotion I or II.
So it means that on begining nobody can send you reinforcements but you can save citizens from mission with small chance to turn them into hireable "interested citizen" and after fast interogation on each (like 2-10hours of convincing to join) the person could change to normal soldier (which is now normaly for buy), or small chance to become scientist or engineer, or rare high tier soldier (I assume it is allready exits in game but possible to buy/research later in game now). Or kind of injured ex-Swat or else soldier (...took arrow into the knee...) with one high stat (like 90% of max) and one low stat (like 10% of maximum) or other possible personalities allready built in game.
If RNG gives you more scientist or enginner you can´t use on begining, you can allways fire them. And from soldiers you can choose the one´s you need, rest fire/sold. Or use rest as cannon fodder.
And after some research or Promotion the Council finally allow you to buy soldiers/scietists/engineers. But still you are able to turn saved citizens into anything you need.
And the difference between avatar (before / after) it is doesnt matter. The boy could wear women clothes, because he has notnig else, or he is part of LGBT community... what ever reason people have today to looks different... no big deal.
That´s could be more "real" on the beginnning as the group without support, so convincing people wherever and whenever it is possible rather to have all easily accesible from beginning. And also could helps to play a bit more cautious to save more citizens....
Just an idea :)
The idea is admittedly cool. Too radical to just implement it as is, but I'd like to see it done in a submod.
(I think you can't recruit engineers and scientists like this, though.)
Hello and thank you for deeming my mod deserving a submod.
I don't think it's a bad concept, but one thing is bothering me: you can't set and properties on the produced soldier, so recruiting a white woman can give you a black male agent... :)
I know this is an old post, do you did a feature ever get added to create a soldier by event with specific stats, gender, look, name, etc???It did (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Manufacture) (and this is also referenced (https://openxcom.org/forum/index.php/topic,7124.msg135126.html#msg135126) in-thread). Look for 'spawnedPerson...' and 'spawnedSoldier' and follow the links for more precise syntax. This can also be done via events and not manufacture, which is how Natasha Morozova Join does it (although it also makes the custom soldiers their own soldier type, which is interesting but all kinds of janky).
Hi, I like the idea and I thinking about a bit more different change - why not to do this with every saved citizen from every mission from the begining. And forbid any purchase of the soldier/scientist/engineer till some research or unlock with Promotion I or II.
So it means that on begining nobody can send you reinforcements but you can save citizens from mission with small chance to turn them into hireable "interested citizen" and after fast interogation on each (like 2-10hours of convincing to join) the person could change to normal soldier (which is now normaly for buy), or small chance to become scientist or engineer, or rare high tier soldier (I assume it is allready exits in game but possible to buy/research later in game now). Or kind of injured ex-Swat or else soldier (...took arrow into the knee...) with one high stat (like 90% of max) and one low stat (like 10% of maximum) or other possible personalities allready built in game.
If RNG gives you more scientist or enginner you can´t use on begining, you can allways fire them. And from soldiers you can choose the one´s you need, rest fire/sold. Or use rest as cannon fodder.
And after some research or Promotion the Council finally allow you to buy soldiers/scietists/engineers. But still you are able to turn saved citizens into anything you need.
And the difference between avatar (before / after) it is doesnt matter. The boy could wear women clothes, because he has notnig else, or he is part of LGBT community... what ever reason people have today to looks different... no big deal.
That´s could be more "real" on the beginnning as the group without support, so convincing people wherever and whenever it is possible rather to have all easily accesible from beginning. And also could helps to play a bit more cautious to save more citizens....
Just an idea :)
...need help:This is just the order of this item in lists (buy, sell, research, pedia, depending on which kind of ruleset entry it is).
What is this? " listOrder: 62354"
how I can block soldier , scientist and engineers from the shop?'requires: STR_MILESTONE_1' for soldier types, 'hireScientistsUnlockResearch' and 'hireEngineersUnlockResearch' for the others.
I need to change the probability for each unit, so a scientist like Alpha got 100% scientist but a Red Soldier as a 75% join and 25 not join.If you use manufacture to recruit them, 'randomProducedItems' with one entry being empty, like this:
randomProducedItems:
- [25, {}] # empty
- [75, {STR_RED_SOLDIER: 1}]
I also want to add "rescued" units but not sure how. Like "rescue the engineer in warehouse" or "you found a jail with several prisoners", stuff like that.Add prisoner items, similar to the corpses found during sacrifice events, but recoverable. Make them a manufacturing resource, and the 'product' is a soldier or other staff.
Also the mercs you hunt, like Dr. Alpha become scientist etc, they like money and or a organization to protect them. But I m not sure about research and recruitment. I can copy the way this mod uses the workshop that's all.Make the live Dr. Alpha a part of a manufacturing project, like everything else. If you kill him, well, too bad.
Checkl the Language directory. The mod's, that is.I though I was a useless file :p Thank you.