Recent Posts

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1
Brutal AI / Re: "Realistic accuracy and cover system" option
« Last post by jnarical on Today at 01:38:45 pm »
- 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. 
1) About the formula - all numbers are just arbitrary... Maybe a threshold for sniping should be equal to unit's own accuracy? I don't know, but the core idea of sniping is just like that) Your example has a mistake... 130% accuracy to 50% covered target will be 130%*0.5 + 30% = 95%... and this mechanics should be used with "partial"effect from cover. It'll make 130% accuracy even more powerful and 100% accuracy to half-covered target - less penalized.

- 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.
 
It's not broken. It chooses target voxel based on tile type, and it's different one for different kinds of walls. About a tile with undiscovered unit - it's also makes kind of sense. And what about shooting in desired direction - as far as know, CTRL works just like that. To me at least, it works as "target the center of a tile, regardless of its type". So, if you'll shoot a tile with an undiscovered enemy with a CTRL, you'll get precisely what you want. I was experimenting with it lately, without CTRL a bullet goes to a floor (for a "floor" tile without a wall), with CTRL flies "horizontally" (considering the fact that gun's barrel is higher than tile center, it goes downwards slightly)

- 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)
I didn't get much tbh but I'll look again outside my working hours))

For now, I can tell that destroying covers already works well with CTRL. I'm not sure where target voxel precisely is when you aim a unit with CTRL... Both ways are possible, I should check. For now, I don't get why you're asking for another firing mode, my guess is that you want to have a way to shoot slightly down... for destroying obstacles with HE shots, for example. So those HE shots could explode more often and not fly away to the sky ))
2
Brutal AI / Re: "Realistic accuracy and cover system" option
« Last post by Abyss 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!
 
3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Kozinsky on Today at 09:38:43 am »
You won;t believe this, but literally an hour or so after I posted that I had the same crash and 'repaired' it in the same way.  It's not game-breaking as I delete the missions from the save, it's just a little annoying.

The fast fix is just replace "REGION_NATASHA_MOROZOVA_HIDEOUT" with "STR_EUROPE" in yor save-file.
4
XPiratez / Re: A thread for little questions
« Last post by RSSwizard on Today at 06:27:34 am »
Did you perhaps not put good pilots on it?
The only stuff that shows up early game that it can actually catch up with are Zeppelins and those Ninja Prop Planes, and bandit Armored Cars.

Best gals I had by month 3-4 only had like +15% acc and maybe +10% dodge as pilots. And that's pick of the litter. Actually does good hits on a ninja prop plane and only takes about 1/3 damage capacity but then the enemy plane just runs off.

By the time I just got Aircar... I now also have a Double 25mm cannon from a landed cutter, and ive got a peasant sniper with good +Acc as a pilot. So thats why I asked WTF is the point of the Heli when I basically just skip past it now.

Good note about the glamour, I hadn't noticed that. Range sucks but it can be shipped to a base closer to the crash/mission and maybe reach it that way (can the damn gun be used on the ground?). Reminds me a little bit of the 40k meme of the commisar ordering the tank to get closer so he can hit them with his sword.
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XPiratez / Re: A thread for little questions
« Last post by Delian on Today at 02:09:13 am »
Did you perhaps not put good pilots on it? Little Bird can stand up to most early game vessels. Bandit Car, Bandit Wartruck, Highway Convoy, Sandcrawler, Rogue Courier, Highwaymen Hoverpod, Black Helicopter, etc... probably also Bandit Zeppelin with two weapons and good pilots. I think Necroplane is too strong for it, and Ninjas will obviously wreck it. Anyway, put XTRA ARMOR on it if your pilots are crap and only use CHEM-TANK if you got no choice.

The main benefit of Little Bird is the hidden 12x Glamour that you get on ground missions with it. This glamour also gives up to +144 additional mission score. Well, assuming you can finish those missions before the glamour decays.
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XPiratez / Re: A thread for little questions
« Last post by RSSwizard on Today at 01:34:20 am »
What exactly is the purpose of being given the Little Bird with a built in chaingun... it cant stand up to anything that shows up st the beginning of the game...
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XPiratez / Re: rss sprites, the legend continues
« Last post by RSSwizard on Today at 01:07:20 am »
sometime relatively soon ill be making a simple mod that replaces Deep Ones with Tasoths from tftd. It'd just be cosmetic but there would be a (harder) version that would also upgrade their stats too (eg, 125 health, high reflexes, good TUs)

edit - maybe of little use but the assets converted to ufo/pirates palette, until I jimmy them together as a mod, also the die sound effect (in 11khz x 8bit format). Kinda wip thing.
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Jimboman on Today at 12:43:55 am »
This is true, but the alien abduction missions in XCF have been redifined to have objective: 3 which makes it a site spawning mission and those follow their own rules by what I've understood, rendering the regionWeight irrelevant for this particular mission. I believe the issue lies in that REGION_NATASHA_MOROZOVA_HIDEOUT defines 2 missionZones for reasons unknown to me, perhaps WIP or from an old idea that got discarded, but as far as I could see, the 2nd zone (missionZone 1) is not actively used anywhere, yet for abduction site spawning purposes it's considered valid, at least until it has to spawn the UFOs and then it encounters the issue of no zone 5 (typical UFO entry/exit zones) defined for that region.

The fix in this case should be simple enough if nothing truly requires that missionZone 1, deleting the dash for said zone and allow for its missionAreas to be consolidated into missionZone 0 and thus, the region will no longer be a valid target for abductions.

Currently defined region
Spoiler:
Code: [Select]
- type: REGION_NATASHA_MOROZOVA_HIDEOUT
    missionZones: # European and American mountains, and Ural
      -
        - [142, 142, -73.5, -73.5, -317]
        - [93, 93, -84.5, -84.5, -317]
        - [213, 213, -80, -80, -317]
        - [118, 118, -72, -72, -317]
        - [44, 44, -68, -68, -317]
        - [163, 163, -66, -66, -317]
        - [82, 82, -63, -63, -317]
        - [61, 61, -67, -67, -317]
        - [129, 129, -67, -67, -317]
        - [160, 160, -63, -63, -317]
        - [36.34, 36.34, -68.47, -68.47, -317]
        - [44.81, 44.81, -67.02, -67.02, -317]
      -
        - [158, 158, -55, -55, -316]
        - [105.7, 105.7, -53.87, -53.87, -316]
        - [89, 89, -58, -58, -316]
        - [57, 57, -62, -62, -316]
        - [51, 51, -64, -64, -316]
        - [35, 35, -62, -62, -316]
        - [46.91, 46.91, -60.85, -60.85, -316]
        - [137.64, 137.64, -51.39, -51.39, -316]

Consolidated into single zone
Spoiler:
Code: [Select]
- type: REGION_NATASHA_MOROZOVA_HIDEOUT
    missionZones: # European and American mountains, and Ural
      -
        - [142, 142, -73.5, -73.5, -317]
        - [93, 93, -84.5, -84.5, -317]
        - [213, 213, -80, -80, -317]
        - [118, 118, -72, -72, -317]
        - [44, 44, -68, -68, -317]
        - [163, 163, -66, -66, -317]
        - [82, 82, -63, -63, -317]
        - [61, 61, -67, -67, -317]
        - [129, 129, -67, -67, -317]
        - [160, 160, -63, -63, -317]
        - [36.34, 36.34, -68.47, -68.47, -317]
        - [44.81, 44.81, -67.02, -67.02, -317]
        - [158, 158, -55, -55, -316]
        - [105.7, 105.7, -53.87, -53.87, -316]
        - [89, 89, -58, -58, -316]
        - [57, 57, -62, -62, -316]
        - [51, 51, -64, -64, -316]
        - [35, 35, -62, -62, -316]
        - [46.91, 46.91, -60.85, -60.85, -316]
        - [137.64, 137.64, -51.39, -51.39, -316]

Thanks, I'll try this fix and see if it works. :)
9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Jimboman on Today at 12:40:33 am »
I had a crash with that as well with the 3.4 version from github and openexe 7.11, no mods.

I went into my savegame and deleted all references to 'Natasha' missions and that sorted it.  It hasn't returned in three or four game months since then.

Maybe a holdover from something being changed?

You won;t believe this, but literally an hour or so after I posted that I had the same crash and 'repaired' it in the same way.  It's not game-breaking as I delete the missions from the save, it's just a little annoying.
10
40k / Re: [ADDON] ROSIGMA
« Last post by Slaanesh on May 20, 2024, 11:42:39 pm »
Greetings Everyone. Owing to an exceptionally convenient error message, I am able to submit an exemplary "live alien item definition is missing" bug report. #9a1c72cc-1e59-45c1-bad2-71b5e81e2
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