Author Topic: [DONE] [Feedback] [Documentation] Hunter-killer  (Read 22963 times)

Offline efrenespartano

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Re: Hunter-killer
« Reply #135 on: February 18, 2018, 07:59:58 pm »


Feature 5: User option to allow escorting friendly craft

With this option turned on, you can now tell your interceptors to follow your transports, for example.

The escort will fly at max speed until it reaches the escortee and then it will match speed with the escortee.

It will also consume less fuel while escorting, based on escortee's speed... but not less than 50% and not more than 100%.
I.e. interceptor speed = 7000, transport speed = 2000
When escorting, the interceptor will consume fuel based on speed 3500 (because speed 2000 was below 50% of 7000)

Btw. 50% fuel consumption is also used when patroling, for those who didn't know that.


Hi, Meridian! Just a question: when this new features are going to be updated for the Android version? The last update was v2018-01-31 and I really want to try it on my phone. This update, (2018-01-31) does have the Hunter-Killer behavior?

Thank you very much for all of your work! ¡Un fuerte abrazo desde México!

Online Meridian

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Re: Hunter-killer
« Reply #136 on: February 18, 2018, 08:14:33 pm »
Hi, Meridian! Just a question: when this new features are going to be updated for the Android version?

In 1-2 weeks.

Offline efrenespartano

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Re: Hunter-killer
« Reply #137 on: February 18, 2018, 08:43:50 pm »

Online Meridian

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Re: Hunter-killer
« Reply #138 on: February 18, 2018, 10:08:11 pm »
A few more features:

Feature 1: Simplified and optimized craft attraction formula

- number of pilots doesn't matter anymore
- maximum craft speed now matters (when hunting interceptors, prefer fast craft over slow... when transports, slow over fast)

So together:
1. first priority: can land vs. cannot land
2. second priority: has soldiers vs. doesn't have soldiers .... full capacity matters, not actual number of people on board
3. third priority: slow vs. fast

Bugfix 2: Fixed fuel consumption when escorting

- only decrease fuel consumption when in escort range (moddable, default is 20 nautical miles)

Bugfix 3: Fixed a craft being able to escort itself

Feature 4: Fighter craft that are near the HK's target will now JOIN the fight

- this feature can be disabled by a global flag
- "near" = 20 nautical miles by default (moddable)
- only craft with at least one loaded weapon will join
- HK first targets the original target, after the target is destroyed (or escaped), it just targets "random" next target

Code: [Select]
escortRange: 20                    # default, nautical miles
escortsJoinFightAgainstHK: true    # default, set to false if you want to balance HK's for one-on-one fights

Feature 5: Two new global variables for pilot/crew survival chances when shot down by a HK

- by default both are 100%

Code: [Select]
crewEmergencyEvacuationSurvivalChance: 100      # default
pilotsEmergencyEvacuationSurvivalChance: 100    # default

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-5e505aa-2018-02-18-win32.7z
« Last Edit: February 18, 2018, 10:16:25 pm by Meridian »

Offline Ethereal

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Re: Hunter-killer
« Reply #139 on: February 18, 2018, 10:51:31 pm »
A few more features:

Feature 1: Simplified and optimized craft attraction formula

- number of pilots doesn't matter anymore
- maximum craft speed now matters (when hunting interceptors, prefer fast craft over slow... when transports, slow over fast)

And as a result, in the original game, the hunter of interceptors will chase the Avenger, and the hunter of transports will chase the Fire Storm. With the old system was more correct.

On the other hand, how do aliens know that people have transport, and what is an interceptor?

Of course, can rebalance the characteristics. However, please, return the old system of determining goals by the number of passengers. At least as an option.

Thanks for the update.

P.S. In general, it seems to me, it's time to introduce 2 global variables for aviation - "Transport" and "Interceptor", that would determine their status (The interceptor can't do ground missions, as in "allowLanding: false".). And the hunter is oriented easier, and the players.
« Last Edit: February 18, 2018, 11:12:11 pm by Ethereal »

Offline Hobbes

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Re: Hunter-killer
« Reply #140 on: February 18, 2018, 11:28:15 pm »
A few more features:

Thank you :)

Code: [Select]
crewEmergencyEvacuationSurvivalChance: 100      # default
pilotsEmergencyEvacuationSurvivalChance: 100    # default

EDIT: I set it to 75 both, I didn't understood before that these were global settings, thanks!
« Last Edit: February 19, 2018, 01:06:01 am by Hobbes »

Online Meridian

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Re: Hunter-killer
« Reply #141 on: February 19, 2018, 12:04:10 am »
And as a result, in the original game, the hunter of interceptors will chase the Avenger, and the hunter of transports will chase the Fire Storm. With the old system was more correct.

No.
Why do you tell me I'm an idiot EACH time I make a post?
Have you tested it?
I have implemented the fucking thing... I KNOW how it works, damnit.

In the original game, for example when hunting interceptors, it will hunt in the following order of preference:
1. Firestorm (score 1'095'800)
2. Interceptor (score 1'097'900)
3. Lightning (score 1'608'900)
4. Skyranger (score 1'613'240)
5. Avenger (score 1'620'600)

Avenger is clearly the last priority.

On the other hand, how do aliens know that people have transport, and what is an interceptor?

They can read minds? Literally.
They have transports and fighters too?
They have IQ higher than 5?

Of course, can rebalance the characteristics. However, please, return the old system of determining goals by the number of passengers. At least as an option.

It's still there... read again please.

Thanks for the update.

Man, you pissed me off.
Thanks!

P.S. In general, it seems to me, it's time to introduce 2 global variables for aviation - "Transport" and "Interceptor", that would determine their status (The interceptor can't do ground missions, as in "allowLanding: false".). And the hunter is oriented easier, and the players.

That's what the frikkin "allowLanding" flag is for.
« Last Edit: February 19, 2018, 12:49:07 am by Meridian »

Offline Ethereal

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Re: Hunter-killer
« Reply #142 on: February 19, 2018, 07:07:29 am »
It's still there... read again please.

Man, you pissed me off.

Comrade, what translates to me, this stupid online machine, then I understand. And do not be angry. Without knowledge of the language, it is monstrous difficult to me to understand all this.

Offline Hobbes

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Re: Hunter-killer
« Reply #143 on: February 19, 2018, 04:06:21 pm »
Comrade, what translates to me, this stupid online machine, then I understand. And do not be angry. Without knowledge of the language, it is monstrous difficult to me to understand all this.

Tovarishch, you understand the language well enough to make requests and disagree with Meridian's choices, da? :)

Meridian is angry with your attitude, not minimize his emotions by telling not to be angry and blaming the computer translation. You may not have intention to offend, but comrade Meridian is not a machine who can ignore his own emotions.

Suggestion to improve communication - do not judge quickly changes introduced by Meridian. You may have valid argument, but disagreeing from the start is usually bad way to present your argument on discussions here.

Finally, what is mod of yours that you're developing? Can we download it?
« Last Edit: February 19, 2018, 04:26:39 pm by Hobbes »

Offline Ethereal

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Re: Hunter-killer
« Reply #144 on: February 19, 2018, 05:36:35 pm »
Finally, what is mod of yours that you're developing? Can we download it?

Of course (https://openxcom.org/forum/index.php/topic,5724.0.html). But the version is too old. As soon as the problem with tanks is solved there (https://openxcom.org/forum/index.php/topic,4187.msg92371.html#msg92371), will be an update.


Offline Kammerer

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Re: Hunter-killer
« Reply #145 on: February 19, 2018, 05:55:54 pm »
This bug is already fixed in the latest version: https://github.com/MeridianOXC/OpenXcom/commit/108b504b2f331121009e11c0814f9743e3d172c2

And I can only agree with Hobbes. If you don't understand how an in-game mechanic works, first you should at least try and test it. If you need a better translation of release notes, try asking for help - there's a lot of Russians here who could help you.
« Last Edit: February 19, 2018, 06:04:30 pm by Kammerer »

Online Meridian

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Re: Hunter-killer
« Reply #146 on: February 19, 2018, 07:16:06 pm »
This bug is already fixed in the latest version: https://github.com/MeridianOXC/OpenXcom/commit/108b504b2f331121009e11c0814f9743e3d172c2

That's a different bug.

The bug with tanks not being able to go on higher ground has not been fixed yet.

Offline Kammerer

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Re: Hunter-killer
« Reply #147 on: February 19, 2018, 07:22:59 pm »
Ah, OK, sorry for the misinformation.

Online Meridian

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Re: Hunter-killer
« Reply #148 on: February 20, 2018, 10:26:16 pm »
One more bigger feature:

Allow HKs to escort/protect other (normal) UFOs from the same mission

Aliens can now also tell their UFOs to escort and protect other UFOs... hunter-killer can escort, normal UFOs can be escorted.
Escort works only for UFOs from the same mission.
Definition is just a flag on the mission wave, for example:

Code: [Select]
alienMissions:
  - type: STR_ALIEN_RESEARCH
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P0
        timer: 10
        hunterKillerPercentage: 0
      - ufo: STR_MEDIUM_SCOUT
        count: 1
        trajectory: P2
        timer: 10
        hunterKillerPercentage: 100
        escort: true                    # medium scout will escort the small scout
      - ufo: STR_LARGE_SCOUT
        count: 2
        trajectory: P4
        timer: 10
        hunterKillerPercentage: 100
        escort: true                    # two large scouts will also escort the small scout, because only normal UFOs can be escorted (the medium is HK, not normal UFO)

@Ethereal: I have reverted some changes related to HWPs... they should now be able to go uphill... mostly. But it's not a final fix yet.

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-e0505e2-2018-02-20-win32.7z

Offline efrenespartano

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Re: Hunter-killer
« Reply #149 on: February 21, 2018, 02:21:11 pm »


One more bigger feature:

Allow HKs to escort/protect other (normal) UFOs from the same mission

Aliens can now also tell their UFOs to escort and protect other UFOs... hunter-killer can escort, normal UFOs can be escorted.
Escort works only for UFOs from the same mission.

Actually, this is a nice feature, Meridian! So, this means our interceptors maybe could encounter more than 1 UFO with the same mission? This could encourage us to scramble our interceptors in squadrons, not just only 1 lonely fighter. I like this very much, thank you!


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