Author Topic: Decreased TUs for aliens on your first turn [OXCE]  (Read 8554 times)

Offline Starving Poet

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #15 on: November 18, 2019, 07:56:23 pm »
Well, for one it's the same result  in that any enemies facing you now have less than maximum TU for reactions.  Which, if we are using their argument that they can see you and of course have full reactions when you leave the craft makes even *less* sense that they would just mill about and turn away from the craft :)

Offline Starving Poet

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #16 on: November 19, 2019, 02:10:29 am »
I made a little change for personal use - since flat 33% is a bit too much of a guarantee they won't react:

has enemies spawn with somewhere between 33 and 100% TUs

Code: [Select]
extended:
  scripts:
    createUnit:
      - offset: 41
        code: |
          var int unitTUs;
          var int divisor;
          # var int unitAggression;
          # adjust aliens' TUs on the first turn
          unit.getTimeUnitsMax unitTUs;
          battle_game.randomRange divisor 33 100;
          muldiv unitTUs divisor 100;
          unit.setTimeUnits unitTUs;
          return;

Offline new_civilian

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #17 on: November 19, 2019, 01:52:17 pm »
After using this mod now for several weeks I got so used to it, that I got totally slaughtered when forgetting to use it in a X-Piratez test  ;D
Anyway: This mod is so second-nature now for me, that i simply will not play without it anymore.

And thanks Starving Poet for the randomizer script!

Online Solarius Scorch

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #18 on: November 20, 2019, 08:27:45 pm »
Well, for one it's the same result  in that any enemies facing you now have less than maximum TU for reactions.  Which, if we are using their argument that they can see you and of course have full reactions when you leave the craft makes even *less* sense that they would just mill about and turn away from the craft :)

Good point, but that's more of a general AI issue. Not a "bug", but something to think about and perhaps address.
Still, ugly hacks are ugly. I like your randomizer way better!

Offline x60mmx

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #19 on: November 22, 2019, 10:37:35 pm »
Turn one is for smoke grenade deployment, why are you just sending your troops out into the open?  ;)


More mods, the merrier.

Offline Starving Poet

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #20 on: November 26, 2019, 04:24:31 pm »
This isn't vanilla


Online Solarius Scorch

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #21 on: December 03, 2019, 06:57:47 pm »
This isn't vanilla

Oh, absolutely. But it was made with no artificial limitations in mind... :3

Offline PPQ

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #22 on: January 06, 2023, 09:06:05 pm »
Will this work for the newest version of the mod? I really need the easy mode option as I am simply too old to keep up with the frustration of loosing agents.\

And what would I need to do to make it compatible with the X-Com Files?
« Last Edit: January 06, 2023, 09:09:10 pm by PPQ »

Offline Juku121

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #23 on: January 10, 2023, 05:31:50 pm »
AFAIK, until XCF hits 41 sub-scripts for createUnit, both the original mod and Starving Poet's version ought to work as they are. Maybe even then, I don't know if Yankes-scripts from different mods share offsets or not. They probably do.

Offline TBeholder

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #24 on: January 10, 2023, 06:22:52 pm »
Yes, “we landed in a clear spot, but somehow don’t know what is around, then waited until dust settled, now step out to the shooting gallery” part was always silly.
I doubt it’s the best solution, but it’s good — randomized, fairly simple and configurable.
Turn one is for smoke grenade deployment, why are you just sending your troops out into the open?  ;)
Definitely. Also, pre-equipping 2 soldiers closest to the door with smoke grenades in hands makes a nice marker when cycling through them.
But that’s just a workaround.

Offline Yankes

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #25 on: January 11, 2023, 01:05:01 am »
AFAIK, until XCF hits 41 sub-scripts for createUnit, both the original mod and Starving Poet's version ought to work as they are. Maybe even then, I don't know if Yankes-scripts from different mods share offsets or not. They probably do.
offsets are used only to determine order on what scripts will be run, if different mods use same offset then mod load order will be used as tie-break.

Offline Juku121

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #26 on: January 11, 2023, 02:47:11 am »
Does that mean it's not possible to change a script via sub-mods?

Offline Yankes

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #27 on: January 11, 2023, 11:33:39 am »
Not using this, but if base mod use new property `new: SomeScriptName` other mod can alter it using `override: SomeScriptName`.

Offline Juku121

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Re: Decreased TUs for aliens on your first turn [OXCE]
« Reply #28 on: January 11, 2023, 12:22:42 pm »
Ah, good to know. Thanks.