Author Topic: killing alien prusonners  (Read 4268 times)

Offline betatester

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killing alien prusonners
« on: January 16, 2020, 03:03:14 am »
I have just captured 1 floater and 1 snakeman soldiers in my last missions.
I interrogated the floater and then I plan to do the autopsy but no no corpse. The option was disabled by the mod.
You can't kill the prisoner just sell it.
You can't transfer it to a base without containment.
I want the floater autopsy for anti-grav and the snakeman autopsy for Clip B.
Is there a way to kill them or reactivating the option of corpse added after interrogation because I found it more logical.
« Last Edit: January 16, 2020, 03:16:51 am by betatester »

Offline Solarius Scorch

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Re: killing alien prusonners
« Reply #1 on: January 16, 2020, 11:59:05 am »
The only option I can see would be to add specific manufacturing projects, analogous to "EXALT Enforcer Processing" and the like. Living Floater goes in, Floater corpse comes out.

Offline betatester

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Re: killing alien prusonners
« Reply #2 on: January 16, 2020, 12:48:39 pm »
found a substitute
vars_XCOMFILES.rul changed retainCorpses from false to true

Offline Solarius Scorch

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Re: killing alien prusonners
« Reply #3 on: January 16, 2020, 02:49:41 pm »
Yeah, and then have a corpse after interrogating every witness, including friendlies. Great idea :P

Offline betatester

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Re: killing alien prusonners
« Reply #4 on: January 16, 2020, 05:56:11 pm »
yeah disposal of the body of interrogated farmer is costly but funeral service is always costly.
Too late to see what happen with David Vincent.
On the other hand you can't let him go on the loose...
A good witness is a dead witness.
« Last Edit: January 16, 2020, 05:58:26 pm by betatester »

Offline Finnik

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Re: killing alien prusonners
« Reply #5 on: January 16, 2020, 06:12:32 pm »
Isn't there an option for research to add item after its finished? I think if not it can be coded, we have very same parts working on events state, so research state can do the same, i think...

Offline Solarius Scorch

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Re: killing alien prusonners
« Reply #6 on: January 16, 2020, 07:04:24 pm »
Isn't there an option for research to add item after its finished? I think if not it can be coded, we have very same parts working on events state, so research state can do the same, i think...

Yeah it's possible, but it will only work for the first alien of a given race + rank.

Offline betatester

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Re: killing alien prusonners
« Reply #7 on: January 16, 2020, 07:17:43 pm »
if we activate the retain corpse there's also the kill option in jails (that just need to add some sentences for kill) that will generate corpses immediately. If you choose to kill friendly unit it's your choice and you will have to live with it.
so we just need to activate the kill without activating the option

Adding a corpse at the end of some researches is very smart if possible. This way friendly units generate nothing on research and unfriendly unit generate corpses. No problem with dealing with the bodies of farmers anymore.
« Last Edit: January 16, 2020, 07:27:13 pm by betatester »

Offline betatester

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Re: killing alien prusonners
« Reply #8 on: January 17, 2020, 07:49:07 pm »
There's a "problem" with live alien research giving corpse. It's the alien data slates. They will give a corpse if you give corpse on research. And same for alien medics.

Offline Solarius Scorch

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Re: killing alien prusonners
« Reply #9 on: January 17, 2020, 08:54:21 pm »
There's a "problem" with live alien research giving corpse. It's the alien data slates. They will give a corpse if you give corpse on research. And same for alien medics.

Not really, because they give you research on the whole race, not a particular unit.