Author Topic: [WIP] [Suggestion] Solar's wishlist  (Read 52100 times)

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #210 on: October 17, 2016, 06:37:41 pm »
I uploaded the document, added Dioxine's request and also one from me: an option to spawn more than one UFO per map.

Online Meridian

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Re: Solar's wishlist
« Reply #211 on: October 17, 2016, 06:46:12 pm »
I uploaded the document, added Dioxine's request and also one from me: an option to spawn more than one UFO per map.

Isn't this implemented already?
I believe Hobbes has been adding multiple craft per map in Area 51 already... "addCraft" command in mapScript.

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #212 on: October 17, 2016, 08:07:09 pm »
Isn't this implemented already?
I believe Hobbes has been adding multiple craft per map in Area 51 already... "addCraft" command in mapScript.

Not exactly... Both get spawned, but with only one tileset active, so one UFO is broken. (Haven't checked the craft yet.)

Online Meridian

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Re: Solar's wishlist
« Reply #213 on: October 26, 2016, 05:38:16 pm »
A small request (for deployments):
maxShade: use night/day cycle, but never set greater shade than this (useful for eg. city maps)
minShade: use night/day cycle, but never set lower shade than this (useful for eg. underwater missions, smog-ridden cities)

Done.

Code: [Select]
alienDeployments:
  - type: STR_MY_ALIEN_DEPLOYMENT
    shade: 7        #existing, default -1
    minShade: 4     #new, default -1
    maxShade: 9     #new, default -1

Shade is first filled from globe shade level.
If "shade" is defined, then "shade" is applied.
Otherwise if "minShade" is defined, then "minShade" is applied (if currentshade < minshade).
Otherwise if "maxShade" is defined, then "maxShade" is applied (if currentshade > maxshade).

Exception: for second stage of a 2-part mission, globe shade is ignored and "shade" is always used. minShade and maxShade are also ignored.
« Last Edit: October 26, 2016, 09:20:45 pm by Meridian »

Offline Dioxine

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Re: Solar's wishlist
« Reply #214 on: October 26, 2016, 09:05:39 pm »
Cool, thanks!

Offline Dioxine

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Re: Solar's wishlist
« Reply #215 on: October 30, 2016, 02:48:15 am »
Addendum to the surrender mode: a flag is needed to exempt an unit from surrender calculations. Some units will never surrender & never trigger surrender, but should surrender once their masters do (drones, reapers). Not sure how this will work out, though (I can see funny situations arising), so I'd appreciate input.

Online Meridian

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Re: Solar's wishlist
« Reply #216 on: October 30, 2016, 04:58:06 pm »
Addendum to the surrender mode: a flag is needed to exempt an unit from surrender calculations. Some units will never surrender & never trigger surrender, but should surrender once their masters do (drones, reapers). Not sure how this will work out, though (I can see funny situations arising), so I'd appreciate input.

So, if I understand correctly, these units are basically auto-surrendered from the start already (only waiting for others to surrender too).

New attribute on unit level introduced: autoSurrender, default false.
"autoSurrender: true" also sets the "canSurrender" to true... otherwise it makes no sense... so no need to define canSurrender, if you already defined autoSurrender.
Also, this new attribute works for all surrender modes different than 0... currently 1, 2 and 3.

Code: [Select]
units:
  - type: STR_DRONE
    autoSurrender: true
  - type: STR_REAPER
    autoSurrender: true

Btw. why not post directly in the Surrender thread?

Also, surrender mode = 3 doesn't work properly at the moment (in version 2016-10-27)... the units will surrender properly, but debriefing will ignore them. I will fix that in the next version.
Furthermore, with surrender mode = 3, I cannot distinguish surrendered units from psi-captured units... so both will count as just surrendered for scoring purposes... and I changed the scoring back to vanilla values because of that.
« Last Edit: October 30, 2016, 05:20:02 pm by Meridian »

Offline KateMicucci

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Re: Solar's wishlist
« Reply #217 on: October 31, 2016, 12:32:05 am »
Early game we can't shoot down UFOs, so it would be nice if we could get a notification when they land and also set it to only notify us when UFOs land.

Offline khade

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Re: Solar's wishlist
« Reply #218 on: October 31, 2016, 02:06:49 am »
That might be more useful with faster ships, early on, we mostly follow and hope we get lucky before running out of charge. Trying to get to a landing before they take off is unlikely with the airbus and the other early options have few seats.  Alternately, we can guess where it's headed and try to beat it there.

Offline Dioxine

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Re: Solar's wishlist
« Reply #219 on: October 31, 2016, 02:49:13 am »
Well, if you got notifications of that sort, what the hell would you need radars for? Also there are more early air combat options now.

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #220 on: October 31, 2016, 02:55:59 am »
Well, if you got notifications of that sort, what the hell would you need radars for?

I thought the proposal was to get additional notification when a detected ship lands, making it unnecessary to manually observe the ship. But I think it would take away some fun.

Offline KateMicucci

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Re: Solar's wishlist
« Reply #221 on: October 31, 2016, 07:47:13 am »
Well, if you got notifications of that sort, what the hell would you need radars for? Also there are more early air combat options now.

Radars have nothing to do with it. I just want a notification when the UFO dot turns from red to green.

As it is now we've got to drop from 1/day time compression to 5/min time compression while the UFO buzzes around, waiting for it to land, if it ever does. For the first couple months of game time it's tedious.

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #222 on: October 31, 2016, 12:24:40 pm »
As it is now we've got to drop from 1/day time compression to 5/min time compression while the UFO buzzes around, waiting for it to land, if it ever does. For the first couple months of game time it's tedious.

So that's what I said.
I guess it wouldn't be hard to code. But frankly I doubt there would be much interest. i don't understand what the problem is with not having Geoscape on 1 day speed all the time, since I rarely do so anyway. And judging from watching other people play, I still play pretty fast. (Though I guess Bloax probably is much faster still, knowing him. :P)

Offline Dioxine

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Re: Solar's wishlist
« Reply #223 on: October 31, 2016, 11:56:13 pm »
Radars have nothing to do with it. I just want a notification when the UFO dot turns from red to green.

As it is now we've got to drop from 1/day time compression to 5/min time compression while the UFO buzzes around, waiting for it to land, if it ever does. For the first couple months of game time it's tedious.

Ah. I get it now. I see no use in it for myself, but it's a legitimate concern you're voicing.
1) It has to be switchable in game option
2) not popping up if the UFO is being chased by your craft already;
3) not popping up if time is 5 minutes or less (or maybe 1 minute or less?), UNLESS it's beyond your current vision range (so you can manage 2 interceptions on opposite sides of the globe in later game).
« Last Edit: October 31, 2016, 11:59:00 pm by Dioxine »

Offline Dioxine

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Re: Solar's wishlist
« Reply #224 on: November 01, 2016, 01:25:23 am »
Suggestion: vampiric weapon/ammo. Vampiric weapon adds settable amount of HP, stun, morale, energy for each point of damage caused.