Jagged Alliance 3

Jagged Alliance 3

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The legion comes for you
   
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2023 年 11 月 6 日 上午 9:32
2024 年 2 月 29 日 上午 8:06
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The legion comes for you

描述
You wrote legion instead of légion and so your fate is sealed.

WHAT DOES THE MOD DO?
Each outpost is now given an area of the map under its control and, when you are in that area and some conditions are met, the outpost will send squads to intercept you every now and then (adjustable chance in the mod options). Each outpost will send a different type of squad (switches to army and commandos late game), harder the more to the east you are. (Ernie island is a safezone)
After three campaigns I noticed I always ended up fighting in the same hotspots of the campaign map, so I have made this to be able to experience proper combat in wilderness tiles that otherwise are never even seen.

DOES IT CHANGE REGULAR OUTPOST ATTACKS?
No. Outposts will still generate the typical raid squads and send them to cities, mines, etc., that is untouched. The squads sent by this mod are independent of those, and will not be sent to cities etc., but only to wilderness sectors.

HOW DOES THE CHANCE OF ATTACK WORK?
The mod does a check every time a squad from any faction successfully arrives at a sector (meaning it is not destroyed). The check involves, among other things, a random chance of attack that is rolled for every squad you have in the wilderness, the default chance is 20% so if you have one squad in the wild then roll 20% once, if you have 4 squads in the wild, then roll 20% chance 4 times, so you could potentially get all your 4 squads attacked simultaneously, only some, or none. If you have 2 squads in the wild and 2 in cities, roll 20% chance 2 times, and so on.
Therefore the more you move and the more independent squads you have the more does the amount of checks escalate, specially if you dodge enemy squads (as they will be successfully arriving at sectors and therefore triggering checks).
That is why if you use mods like GC Militia or you like to play with many independent squads, you should lower the chance of attack in the game options. The default attack chance of 20% is balanced for when you play with 1-2 squads.

WHAT IS THERE TO BE TESTED?
There are sectors where extra legion presence would make things weird (like Blaubert mansion) or too difficult (Biff's rescue) and Ive not included those, but It would take me a long time to test every single other wilderness sector to find which are better left out, so if you find any sector where these raids don't seem to fit or break the difficulty of quests, please let me know.

CAN BE USED IN AN ALREADY STARTED GAME?
All my tests where made in an already ongoing game, so yes. Whether its safe to remove I don't know but better don't test this in your ironman game lol.

COMPATIBILITY
Beware: Mods that create and send extra squads in the satellite map like GC Militia, are compatible, but will greatly increase the originally intended frequency of attack of this mod and you might get way more attacks than normal! To compensate this you can select a lower chance of attack in the mod options.

Besides that, I can only think of conflicts happening with mods that override the name of vanilla premade legion squads in the files, for example changing "LegionAttackersOrdnance_Easy into SomeRandomSquadOrdnance_Easy".
Custom squads or changing the gear of vanilla squads should not conflict, for example I tested it with The Grand Chien Nightmare and the squads sent had the gear from that mod.

SPECIAL THANKS
Thanks to Rato for his help introducing a selectable chance of attack, It wouldnt have been possible without him.
Thanks to LionCat for his Grand Chien Nightmare mod, which inspired me to make this one.
Thanks to the developers for creating the mod editor, without it this mod wouldn't exist since I have zero programming knowledge.
72 条留言
Sig  [作者] 13 小时以前 
Yeah the betrayal is where the weakness of how this mod was made shows, since there are so many enemy squads travelling all around the map, spam can happen.

RETRO man is making a better mod that improves what my mod does, be sure to keep an eye on it for when its published.
KeldorKatarn 10 月 30 日 下午 6:44 
I think an issue could have been that some of these squads arrived successfully because the game saw another squad coming in, saying the battle needs to wait until that other squad arrives. So that might trigger it over and over and over again.
KeldorKatarn 10 月 30 日 下午 6:42 
Unfortunately I had to stop using the mod since once I approached the Major, fighting around Isle Morat, the AI started spamming attack squads at me, coming from the major's camp, non-stop. I was fighting like 30 squads in a row, without it stopping.
Sig  [作者] 10 月 25 日 上午 5:19 
Hello, unfortunately I couldn't find a way of making only player squads trigger it, so I went the route of making the trigger based on chance, so even if enemy squads are arriving at sectors unchallenged and therefore triggering it too, the odds of repeatedly triggering the event would be insignificant.

If I remember right, the default I set was 10%, meaning the odds of 1 squad arriving and triggering is 10%, of 2 squads doing it in a row is 1%, of it triggering 3 times in a row is 0.1%. When I was testing it, the cascade of squad spam used to happen near the 50% chance, with 20% being quite too much too.

Are you setting a % chance for SquadFinishedTravelling?
RETRO Man 10 月 25 日 上午 3:48 
Hey Sig. I love this mod!

I have a question re: implementation of "Legion Comes" into my upcoming mod, specifically how it reacts to changes of the constant Satellite.EnemySquadWaitTime ("The travel time of associated squads, enemy squads would consider waiting for when attacking a sector.")

I had "Legion" go into overdrive on extended wait times (24h instead of vanilla 8h) bc enemy squads were "arriving" w/o being battled and therefore new squads would trigger and so on...
I ended up with a fight agsint 186 enemies (16squads).

Do you know a way to make your game rule on SquadFinishedTravelling only trigger for player squads?
Sig  [作者] 2024 年 9 月 14 日 上午 8:51 
It should be possible, given that auto resolve behaves differently according to difficulty and the developers allowed the modification of almost everything in the dev tools. Im not sure if Lioncat has made changes on it in his AI mod, but he has always been very open and willing to take suggestions, you could ask him for an option to make auto resolve harder.
IvashaMagnus 2024 年 9 月 13 日 下午 1:47 
The mod works well, thanks for the good work.

Problem: in the game on the commando difficulty and with the project AI mod (first difficulty) the automatic battle is very profitable and all the units that move from the outposts turn into an easy way to earn things and experience for mercenaries. 12 mercenaries easily dealt with 24 opponents without losses, manual combat is not needed in this case - it's depressing, the enemy units do not act as a threat and a strong enemy.

Is it possible to somehow reduce the efficiency coefficient of the auto-battle? Or other methods?
Sig  [作者] 2024 年 7 月 4 日 下午 6:59 
An attack cooldown can't be set directly without using code, but there is a way you can address this indirectly if you think you are being attacked too often or too much in a row. You can lower the chance of attack in the mod options and the outcome will be somewhat similar to what you want, as then being attacked twice in a row when there is much movement in the map will be statistically improbable.
asdron 2024 年 7 月 4 日 下午 1:33 
Hello! Is it possible to make sure that enemies are sent out at the current configured coefficient, but no more than once a week or month, so that this can also be configured? And if a detachment was sent, then the next one was guaranteed not to be sent until enough time had passed?
Sir Ni 2024 年 5 月 3 日 下午 12:06 
Thanks =)