Author Topic: Re: The X-Com Files - 1.1: Big Rain  (Read 431709 times)

Offline tkzv

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2745 on: August 16, 2019, 01:47:31 am »
Krautbend mission despawn times are random so in order to do that he would have to make the average like double the desired minimum.
Is it possible to simply set terror despawn time and conditions the same as in vanilla game? What's the point of altering them?

Offline krautbernd

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2746 on: August 16, 2019, 05:35:18 pm »
Is it possible to simply set terror despawn time and conditions the same as in vanilla game? What's the point of altering them?
...i just had a look, those are the vanilla times. I just got a very unlucky spawn as far as I can tell. Still, i think 4 hours is kind of unbalanced, given the progression in XCF is quite different from vanilla.

Offline X-Man

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2747 on: August 21, 2019, 06:04:48 pm »
Guys, can someone decrypt these mystical symbols for me?  :D
I heard that they display some kind of research length, but I haven't found any true info about that.

Offline krautbernd

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2748 on: August 21, 2019, 06:27:06 pm »
Compare the symbols to the reasearch costs listed in the research.rul - voilĂ , there's your answer.

Offline X-Man

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2749 on: August 21, 2019, 07:26:18 pm »
Compare the symbols to the reasearch costs listed in the research.rul - voilĂ , there's your answer.
I found it, thanks. But still cannot understand, wtf is this! :o
Whay is 'points' means? And 'cost'?

Offline krautbernd

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2750 on: August 21, 2019, 09:14:07 pm »

Offline Thunderwing280

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2751 on: August 21, 2019, 10:28:00 pm »
I've been looking for how to find Alien Electronics, it seems I can find them on Alien_Rank2 and Orison nests. Which mission is Orison nest and I presume alien rank 2 are engineers? If so that means there is a 20% chance to find alien electronics on engineers?
« Last Edit: August 21, 2019, 10:31:26 pm by Thunderwing280 »

Offline krautbernd

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2752 on: August 22, 2019, 12:11:55 am »
I've been looking for how to find Alien Electronics, it seems I can find them on Alien_Rank2 and Orison nests. Which mission is Orison nest and I presume alien rank 2 are engineers? If so that means there is a 20% chance to find alien electronics on engineers?
Osiron, and they don't necessarily spawn on every mission, nor do all engineers carry alien electronics (look at the possible itemsets in aliendeployments - usually only one of them inlcudes electronics). Also:
The only sure way is to disassemble certain enemies units. Again, if you want to spoil yourself you can search the rul-files for alien_electronics.

Offline Bobit

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2753 on: August 22, 2019, 01:14:18 am »
I found it, thanks. But still cannot understand, wtf is this! :o
Whay is 'points' means? And 'cost'?

 Cost = Number of man-days (on average, the final time will be 50-150% this value) required to complete this project. If he's right, the symbols just represent an approximation of that cost. Kinda wish they were just numbers though.

Point is the score you get for free for researching technologies, which in turn makes nations like you more, which in turn gives you more monthly income. In XFiles it's not very important, more of a theme thing. As the UFOpaedia says, countries will like you more if you have intel to share with them, especially dossiers.

Offline krautbernd

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2754 on: August 22, 2019, 02:29:44 am »
Cost = Number of man-days (on average, the final time will be 50-150% this value) required to complete this project. If he's right, the symbols just represent an approximation of that cost. Kinda wish they were just numbers though.

FYI, see https://github.com/MeridianOXC/OpenXcom/blob/oxce-plus/src/Basescape/TechTreeViewerState.cpp, starting at line 267
Code: [Select]
// Cost indicator
{
std::ostringstream ss;
int cost = rule->getCost();
std::vector<std::pair<int, std::string>> symbol_values
({{100, "#"}, {20, "="}, {5, "-"}});

Offline X-Man

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2755 on: August 22, 2019, 09:38:08 am »
FYI, see https://github.com/MeridianOXC/OpenXcom/blob/oxce-plus/src/Basescape/TechTreeViewerState.cpp, starting at line 267
Code: [Select]
// Cost indicator
{
std::ostringstream ss;
int cost = rule->getCost();
std::vector<std::pair<int, std::string>> symbol_values
({{100, "#"}, {20, "="}, {5, "-"}});

So, if I have research with ##### and 40 scientists the research will be completed at 13 days about?

Offline krautbernd

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2756 on: August 22, 2019, 10:06:38 am »
So, if I have research with ##### and 40 scientists the research will be completed at 13 days about?
On average. The final time will be between 50-150% of that value, as per game mechanic.

Offline X-Man

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2757 on: August 22, 2019, 11:03:15 am »
On average. The final time will be between 50-150% of that value, as per game mechanic.

Now I got point, thank you very much!
So long time I've been playing the game and noticed this feature only now... Crap :-\
This info will help me to optimize scientists' assignment along projects.

Offline krautbernd

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2758 on: August 22, 2019, 11:36:46 am »
Yeah, i think it's an extremely useful feature, given the number of research projects there are in xcf (or other mods for that matter).

Offline Bobit

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Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« Reply #2759 on: August 23, 2019, 05:53:53 am »
IIRC Solarius actually doesn't like the tech tree. Maybe because he doesn't want all his filler/flavor/dossier techs being tagged as such the first time around... or just because he wanted more complex tech unlocks that a tree doesn't properly represent.