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Author Topic: Submod "Recruit not buy". Test only.  (Read 2679 times)

Offline Belcanzor

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Submod "Recruit not buy". Test only.
« on: January 04, 2024, 09:02:49 am »
Based in the mod "Recruit Concerned Citizens" by Mobling.
This sub-mod its possible thanks to the valuable help of Juku121 and the patience of Solarius Scorch.
The purpose is make the first part of the mod X-Files a bit different offering a different way to recruit people. Because its a organization that just start, not trustworthy and without a penny, recruitment is not an option until promotion 3, or perhaps permanently.
And I remove the execution option from the original mod so X-com behave more idealistic and less than the CIA/FBI.

-Added more civilians and some low level goons, a total of 34 entries.
Some have more % than others to spawn and agent, science people normally spawn a scientist.

-Added armor strip for Syndicate Security and MIB Enforcer.

-Added armor for drone using "live" robot. Plan to add more but fear of balance damage.

Got some ideas but not sure how to implement them:
-Add named NPC the way of the mod Morozowa, I try learning from that mod without luck.
-Recruit certain NPC using drugs (moral? Its the end of the world commander!) Fight in alliance with former enemies.
-Dismiss people that cost lots money (added by this submod) using memory wipe drugs. Manufacture--> citizen + drug = wiped citizen cost 10$, enough money to send them home. But drugs in game are rare nearly precious, and not sure about crate a new item.

The probability number for recruit people need balance. Right now is around 10% recruit a soldier and 5% science/engineer.
This can be used right now but not sure about the balance. If I can lock recruitment then the mod is mostly done.

I m a total noob with this system, I made mods for lots games but learning its problematic for language and slow brain, so the mod most probably got fails.

08-Jan-2024
V 3
Added a new item: muscle agent that comes for Stormy and Luchador. Spawn an agent with low sanity but high strength. I left the old file  just in case.

Still a long way to go.

16 Jan 2024
Testing and suffering. Balance is a mess. Too many prisoners, no money, obtain scientist its a pain.
Only way was change settings and remove limit, now prison got 160 people :p
V 4
Added a missing goon.

26 Jan 2024
Added hybrids: workers, soldiers and infiltrators. But after the appropriate tech is researched.
Not sure if add stats for soldiers and infiltrators or left them random.

Dont know how to assign proper gender to soldiers, so if you capture a male/female it can end in the opposite after recruitment.

Mod is still in "alpha" mode. Find enough scientists and engineers is a pain. Every time I go for capture some  Technomads they look at my desperate face and start running. At least that part of the mod is nailed.

I m using my other mod so more people surrender, less killing.

28 Jan 2024
Changes initial stats for Hybrid Infiltrators, nothing OP I hope, based in a middle ground between Infiltrator and common hybrid. Sadly I dont know how to make them look like babes :p
I m testing the mod slowly because X-Files its an incredible long mod. As far I know its safe to install this middle play, just dont buy soldier nor scientist or engineers (even with the instructions given I was unable to block the market)
If anyone its using this any feedback is welcome.
I was thinking on move out from the original mod and change the way and the % of the recruits and also divide each  type of screening into depend of certain research, like : research Storm then you can screen Stormy or other storm addicts and using research to obtain a recruit the same way hacking is made.

30 Jan 2024
Added Hybrid assault, that also give proper armor. Still, no boobs for hybrid infiltrator, for now.
« Last Edit: January 30, 2024, 01:45:11 pm by Belcanzor »

Offline HelmetHair

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Re: Submod "Recruit not buy". Test only.
« Reply #1 on: January 04, 2024, 09:10:01 am »
you could always make the mind wipe give you a second chance but it turns them into an average citizen...brain damage from the drugs.

hmm, it could be ulta hilarious to basically abducting people to fight aliens. There would be some interesting quirks you could put there too...

with agents and type for initial stat boosts etc.

Offline Niewiem

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Re: Submod "Recruit not buy". Test only.
« Reply #2 on: January 04, 2024, 11:06:08 am »
So if I understand correctly you cannot recruit scientists? That hinders you greately at the very start of game. I would say if you want to go with this way all the "recruitment" research should give a guy too -> like recruit chief scientist should give a scientist same with xenobiologist :)

Offline Solarius Scorch

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Re: Submod "Recruit not buy". Test only.
« Reply #3 on: January 04, 2024, 12:52:55 pm »
I can't remember you ever trying my patience, but thanks for the mention, I appreciate it. :)

Offline Juku121

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Re: Submod "Recruit not buy". Test only.
« Reply #4 on: January 04, 2024, 02:12:03 pm »
valuable help of Juku121
I didn't really do anything, just pointed out some common techniques. And a few mistakes. :)

Anyway, interesting stuff, with potential for expansion. Added to the submod list.

Because its a organization that just start, not trustworthy and without a penny, recruitment is not an option until promotion 3, or perhaps permanently.
That part doesn't seem to be in, yet? And you can't even hire your captives before Promotion II. How are Mulder and Scully supposed to make it until then? :o

And I remove the execution option from the original mod so X-com behave more idealistic and less than the CIA/FBI.
Which option, 'retainCorpses'?

The probability number for recruit people need balance. Right now is around 10% recruit a soldier and 5% science/engineer.
It's more like 20% soldier and 10% scientist/engineer for your civilian captives. 10%/5% seems to be for cultists and other miscreants.

If I can lock recruitment then the mod is mostly done.
Psst.
« Last Edit: January 04, 2024, 02:17:47 pm by Juku121 »

Offline Belcanzor

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Re: Submod "Recruit not buy". Test only.
« Reply #5 on: January 04, 2024, 09:49:56 pm »
I can't remember you ever trying my patience, but thanks for the mention, I appreciate it. :)

You answer every post. And I made many.

Offline Belcanzor

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Re: Submod "Recruit not buy". Test only.
« Reply #6 on: January 04, 2024, 09:51:58 pm »
you could always make the mind wipe give you a second chance but it turns them into an average citizen...brain damage from the drugs.

hmm, it could be ulta hilarious to basically abducting people to fight aliens. There would be some interesting quirks you could put there too...

with agents and type for initial stat boosts etc.
I want recruitment become a mini game inside the game. Sadly not at the level of Jagged  Alliance where the recruits leave or kill others if they relation is bad.

Offline Belcanzor

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Re: Submod "Recruit not buy". Test only.
« Reply #7 on: January 04, 2024, 09:58:49 pm »
I didn't really do anything, just pointed out some common techniques. And a few mistakes. :)

- And thats help.

Anyway, interesting stuff, with potential for expansion. Added to the submod list.
- I feel honored. Thanks.

That part doesn't seem to be in, yet? And you can't even hire your captives before Promotion II. How are Mulder and Scully supposed to make it until then? :o
- The idea is: only recruit from captives, not using money. Can make the game more difficult or more easy depending of the % in manufacturing. At least until Promotion III where X-Com formally start.

Which option, 'retainCorpses'?
- No, the original mod execute people that don't cooperate.


Psst.

Also I read your suggestion before in the post where you explain how to block the shop but I cannot make it work. Yet.
Can you throw an example? A single line.

Offline Juku121

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Re: Submod "Recruit not buy". Test only.
« Reply #8 on: January 04, 2024, 10:15:03 pm »
I want recruitment become a mini game inside the game. Sadly not at the level of Jagged  Alliance where the recruits leave or kill others if they relation is bad.
At least we don't have to deal with "Leave me alone, I'm busy!" Fidel. ;D

The idea is: only recruit from captives, not using money. Can make the game more difficult or more easy depending of the % in manufacturing. At least until Promotion III where X-Com formally start.
Yeah, but you only start with Mulder and Scully, and if one or both bite it and you don't manage to get any captives and roll well on the agent-recruitment wheel, it's GG right there. Never mind that you need to survive until Promo I with the duo as well. :o

    - No, the original mod execute people that don't cooperate.
Really? Do you mean the disappearance of interrogated cultists and civilians? As Solarius said, they're supposed to go into regular prisons (or asylums in case of civilians :P ) or something, not killed out of hand.

What did you do to change that? I can't see anything like that in the mod.

Can you throw an example? A single line.
Like this (more than one line, sorry :D ):
Code: [Select]
hireEngineersUnlockResearch: STR_MILESTONE_1_SUMMARY
hireScientistsUnlockResearch: STR_MILESTONE_1_SUMMARY
soldiers:
  - update: STR_SOLDIER
    requires:
      - STR_MILESTONE_1_SUMMARY
« Last Edit: January 04, 2024, 10:18:08 pm by Juku121 »

Offline Belcanzor

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Re: Submod "Recruit not buy". Test only.
« Reply #9 on: January 04, 2024, 11:14:09 pm »
At least we don't have to deal with "Leave me alone, I'm busy!" Fidel. ;D
:D

Yeah, but you only start with Mulder and Scully, and if one or both bite it and you don't manage to get any captives and roll well on the agent-recruitment wheel, it's GG right there. Never mind that you need to survive until Promo I with the duo as well. :o
- I m ok with that. After all these two where outcast in the series.

Really? Do you mean the disappearance of interrogated cultists and civilians? As Solarius said, they're supposed to go into regular prisons (or asylums in case of civilians :P ) or something, not killed out of hand.
No, I mean  "Recruit Concerned Citizens", this mod is based on that one.

What did you do to change that? I can't see anything like that in the mod.
- I remove the line in "en-US.yml" that say "and, should it be absolutely necessary, their discreet disposal." and the corpse that was generated by manufacture.

Like this (more than one line, sorry :D ):
Code: [Select]
hireEngineersUnlockResearch: STR_MILESTONE_1_SUMMARY
hireScientistsUnlockResearch: STR_MILESTONE_1_SUMMARY
soldiers:
  - update: STR_SOLDIER
    requires:
      - STR_MILESTONE_1_SUMMARY
- I go to try that now. Thanks!
By the way:
Adding
  - name: STR_DAVID_VINCENT
    cost: 3
    points: 20
    needItem: true
    destroyItem: true
    spawnedPersonType: STR_SCIENTIST
to Vincent research do not spawn a scientist.

Offline Juku121

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Re: Submod "Recruit not buy". Test only.
« Reply #10 on: January 05, 2024, 12:05:13 am »
I m ok with that. After all these two where outcast in the series.
Yeah, but you're looking at like at least a month and a dozen or two dozen missions where you only have one car, a small team and can't afford to have either of them be even wounded. All the while having to capture a lot of cultists/civvies, instead of prioritising survival. That's a rather significant difficulty increase.

No, I mean  "Recruit Concerned Citizens", this mod is based on that one.
Oh, right. Never looked too closely at that part.

Adding
    spawnedPersonType: STR_SCIENTIST
to Vincent research do not spawn a scientist.
That's because 'spawnedPersonType' is not a research tag. It applies to manufacture and events. You could make a one-time event if you wanted a guaranteed scientist from just research.