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Messages - Abyss

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1
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: Today at 11:57:58 am »
2) "Sniper accuracy mechanics" - portion of accuracy, exceeding 100% initially, added after calculating exposure effect. And that could be weighted based on shot type, if needed. Time will tell.
For example, you get very high accuracy shot to a highly covered target. Initial accuracy 180%, target exposure is 5% (basically, some sectoid looking from a small window, with only its head exposed). Even with 100% exposure weight from the previous option, you get 180*0.05 (9%) + 180-100 (80%) = 89% chance to hit, where 80% part is for "sniping".

Hey Joy, all changes are very nice and appreciated. Few things I would like to put your attention into:
- sniper shots exceeding 100% may be worth reconsidering formula, because weapon accuracies had been balanced around different shooting mechanics. Plain over-100% growth of hitchance is something that will make it surreal that 130% accuracy-guy will have 80% of actual chance to hit 50%-covered unit, while 100%-guy will have plain 50%. May it be 1/3 penalty for everything beyond 100% too, be worth considering. 

- empty-tile shooting is somehow broken in OG:
* when you have a wall adjacent to a tile you shoot: sometimes unit shots into wall, instead of a tile.
* when tile is empty or beyond visibility range, (or enemy that stands on it is undiscovered yet) - shooting goes into the ground tile. That is part of mechanics and is purposeful for number of things: killing downed enemies, lighting ground with plasma etc. But sometimes it is worth to shoot through this particular tile so bullet can fly past it and hit everything beyond.
Moreover, when player targets tile that is located above, fly-through shots are hard to make. E.g. unit stands on ground, supposed enemy is located on 4th floor 30 tiles away, unseen, then default firing results in shooting into the ceiling of 3rd floor, not window/wall of 4th floor. 
I suggest making one more shooting option: shooting into tile's center 1/3 height. This could be, possibly, tied to ALT button, instead of default shooting, which clearly should keep it's designation of ground aiming, if no enemy or object is located on the target tile.
To remind, CTRL is engaged for "shoot no matter what action", so CTRL+ALT+click must result in shoot no matter what, but into the 1/3 height of the tile.

- as we go through hit/miss rolls, there is one more thing I would like to suggest, regarding the visible targets shooting:
BASIC
* roll for hit means bullet flies into the target voxel
* roll for cover means bullet hits target OR cover, but within target voxel cone
* roll for miss DOESN'T mean necessary miss, but instead gives random shot within cone, where shot can go everywhere. (even, into the target, randomly)
DIFFERENCES for abovementioned ALT-method
*ALT+ roll for hit means bullet flies into target's voxel center's 1/3 height, even if there is cover (contrary to the specific case when unit shoots precisely into the finger, which sticks out from the window. Prove me incorrect, if CTRL+shooting already goes into center, not open-part of the body)
* NO COVER is considered when calculating ALT-shots. If there's cover, indeed, it is up to player to consider this method. This method is specifically good for destruction covers with heavy weapons.
* roll for miss works as default (goes everywhere, even into the target, randomly)

Wish you best!
 

2
XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« on: May 16, 2024, 09:07:59 pm »
The only way to nerf grenades in x-piratez or x-com would be to enable a Linked Attack to inflict D&D style damage with them so everyone in a certain area of effect takes a spray of fragmentation and it only hits them for maybe a rifle shot worth of damage.
Joy Narical made few changes to grenade throwing mechanics, but this requires Brutal-OXCE either that OXCE. But Brutal makes game kind of tough challenge, so, probably, we need to ask Joy make a nice little submod for X-Piratez, which overwrites the grenade throwing mechanics separately.

3
Brutal AI / Re: Brutal-OXCE 8.5.1
« on: May 16, 2024, 08:50:34 pm »
Putting the Aggressivness-mode to 1 might help in this case.

Hi Xilmi, Joy sent me a message regarding his work on THR mechanics rebalance.
I think it worth testing. But only with BAI enabled as intended.
Do you remember our discussion regarding the unit aggressiveness?
The trouble in the Zombie case requires manual fix for all units AGR parameter, because BAI aggressiveness has nothing in common to the modder' set number in UNITS.RUL file.

What is suggested:
1. Can you make BAI understand non-whole numbers of aggressiveness?
Rationale: many of units are intended to act either between cautious and hidden behavior. Hence, the number should be 0.5-0.9. For many-many other units the aggressiveness should be placed between 1.0 and 3.0
2. Can you reserve special number (or letter: X = extra) for Zombie-like no-matter-what-wanna-kill-what-I-see units? For example, it may be 666 (or 69). If aggressiveness: X then unit always behaves as a killing machine.
Rationale:
3. Can you reserve special number for these units who are supposed to stay inside the ship, where they had spawned? But with that in mind: if this unit spawns outside, it acts alongside others. This particular mechanic can be achieved via special mark past the number.
For example: 1.65S (S = ship), which means unit's aggressivenes is 1.65 and it stays on ship, yet if it spawns outside the ship, it has natural aggressiveness 1.65 alongside other troops.
Rationale: you know it, many players and modders requested alien navigators and leaders to stay inside the ship.
Besides, there's more specific places, where some particular units should be located, no matter what.
The question here is: how BAI will understand "this particular place should be considered as ship". Because of grey-blue tiles? Because alien power source? Because of alien navigation? Maybe, some markers?

Cheers, love to see you keeping updates

Edit: all these suggestions are for new UNITS.RUL file, use unit-aggression. Then there is a chance for game to be balanced around units behavior.
And please, remember: game is for a player, not for a computer. There must be fun to play mods, not constant pain in the ass (80% maps = enemy spawn 250% stronger than players, repeat 500 missions).

4
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: May 12, 2024, 07:20:09 pm »
1) I've added additional deviation so grenades could fall around the a target more naturally
2) Decreased deviation for "missed" rolls (again, to make them look more natural)
3) I've changed the formula, introducing accuracy additional penalty based on accuracy and distance. Distance without penalty is equal to square root from unit's accuracy multiplied by 3.

Hey Mister) thank you for the new tossing mechanics. Could be a gamechanger.
- Can you share the exact formula? Is it bell engine or flat random around the target?
- What's the penalty per tile past optimal distance?
- I would like you to consider adding critical success toss too (i will share insights below in text, FYI)

For discussion:
1) Considering major mods, ordinary throwing skill is 40-50 for majority of troops in the beginning. THR skill cap is usually 80-90 (w/o commendations, which give additional +5 after many battles) 
According to lore, throwing 35 is somewhere ordinary man skill, while 50 is beyond that. 85 THR should be human olympic champion

2) Besides, there's one more sufficient parameter: STR. In OXCE, STR is the limiter of THR distance (and it should be), but what I feel is: to a lower degree, it can influence THR preciseness as well. Say, THR skill should have weight of 75% and STR should have weight of 25%. Some armors effectively reduces weight (like, weight= -40) and will not provide any bonuses, while armors, that boosts soldiers' strength (like, +50 STR) will have additional 12,5% hitchance.

3) The critical THR success possibility should be incrementally higher to apply on closer targets. For example, the low-skill trooper (40 THR skill) throws grenade:
- 2 tiles away should have at least 90% underfeet chance,
- 5 tiles away should have, like, 65%
- 10 tiles away - your penalties and deviations come into full power

For example, high-skiller trooper (80 THR) should be able to toss grenade well across the map. It is rather rare to find out such units in your rooster, but some mods present you units better (and stronger), than humans.
For these units, critical THR success chance should proliferate to a longer distances.

5
Work In Progress / Re: Caffeinated Xcom [Concept Only ATM]
« on: May 03, 2024, 11:42:59 pm »
Well, coming back to the thing that intrigues you is always a spiral experience. Iterations can be many, but first attempt is always the most honest one.

6
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.28.3
« on: May 03, 2024, 11:24:43 pm »
Love to see you active, Robin. Your apocalypse stuff spread well across.
Everything is getting teared apart immediately after release. Sign of appreciation of you among most talented pixel artists and modders here

7
Looks nice and lore-friendly

8
The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« on: April 24, 2024, 07:18:19 pm »
Leszek Bobrowski   :o
Bober, Kurwa. Ja perdole jake j bydlo.

9
This errors from "Morozova" submod. Download latest version of that submod.
Thank you!
I thought new XCF armor somehow interferes with armors provided by this mod.

10
XPiratez / Re: XPiratez on BrutalAI question.
« on: January 09, 2024, 11:48:20 pm »
It is clearly stated, what BAI can do and cannot.
Setting 1 will allow only units that directly see your troops, to aim and fire.
Setting 2 will make enemies attack only units, which are revealed this particular turn. E.g. when one unit comes close and reveals your positions, pretty much like player, BAI then can attack whenever and however it thinks better for getting to the winning condition. Getting closer to LoS fire, or from deep dark no-LoS, or by melee.

Ok. Now. As far as can get, you want something between setting 1 and setting two, where only part of no-LoS enemies can shoot at you?
If so, go ahead, visit BAI subforum and propose it. Xilmi is opened to suggestion and pays attention to reasonable arguments.

11
Work In Progress / Re: Winter Marshes Terrain.
« on: January 09, 2024, 10:21:03 pm »
Do it. Your marsh is cool.
Also, consider making walkable water tiles consuming x3 TU's

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 09, 2024, 10:14:18 pm »
What submods are you using?
If you use Arsenal Additions - you need fix from this topic
https://openxcom.org/forum/index.php/topic,9722.180.html
Have the same problem, but with less armors (4 of them). After installing the fix.
Other guy says he deleted "backup file", then everything started working. What is this he talking about?

13
Brutal AI / Re: Brutal-OXCE 8.1.0
« on: January 09, 2024, 10:11:18 pm »
Supporting all of these scenarios via AI is a gargantuan task. And modders really don't seem to care about AI, as the base AI couldn't even use different weapons at all. Yet a lot of enemies have more than one. Makes me wonder why.
They can, ninjas wielding both katanas and throwing knifes performed both kinds of attacks in XCF way before BAI was presented. Although, I have no clue what exactly triggered one or another. Perhaps, just range to a target.
Also, vanilla AI seemed to most target weakest armored guy, too.
To conclude, it has had (and still has) at least, some logic
 

14
The X-Com Files / Re: Zombie plot stuck
« on: January 08, 2024, 11:59:32 pm »
Thanks! Must be a way to go, then.

15
Everything good now with scripts?
I'm using this mod. Are original files from first page link upgraded too?

What about new armor added to XCF?

UPD. Installed quickfix into XCFAA 0.8.1d for XCF 3.2, got this error

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