aliens

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Actually, this doesn't seem like a mod issue. Please correct me if I'm wrong, but I can't see how I could fix it on my end... Maybe with stupidly extensive armour lists in enviro effects, but I can't say I understand the problem well.
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Hm, you say the current sniper rifle implementation is kinda lacking. You end up with such OP monsters that the players use Snap shots because even those hit.   
Here is something that would not result such thing:
Aim: 110 Acc / 60% TU
Snap: 70 Acc / 40% TU

damageAlter:0
      RandomType: 7              # 50-200%
      ArmorEffectiveness: 0.8    # Armour only applies 80% of nominal value

AimMinDistance: 20
snapRange: 15
DropOff: 3
With a 90% Acc shooter, these will be the hit chances:
shot12345101520304050
aimed8279777471758294949392
snap87848379756664471900

From 15 tiles on, the snap drops off (normal accuracy calc) and the aimed takes (inverse or minrange acuracy calc) over the hit chance.

DamageBonus none, you already have a huge Critical damage bonus rolled into the damageAlter.
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OXCE Suggestions NEW / Re: [Suggestion] Craft size and Hangar capacity
« Last post by Juku121 on Today at 09:51:16 pm »
I hardly think being unable to park cars in sub pens is 'excessive realism'. If you're so unconcerned about 'realism', just make your hangars 1x1 and with 'crafts: 10 000 000', boom, your original space problem is solved.

Goes for Pendra's universal paved-over sub-pens/crane harbours, too.


As to the rest, I'm trying to be not too confrontational these days, and I don't think the arguments here are conducive to that. So I'll just skip further conversation. Meridian will likely do as he said, anyway.


For the record, OXC has fixed the containment bug, and nowadays containment space is quite limited. 10 aliens total, not even different types, is the vanilla limit. Ethereal already told you about hangar capacity.

At least two people have already implemented hangar changes, one with sizes and one with types. The latter is available in BOXCE. Neither is nowhere near as simple as you two try to portray it, and Meridian has more potential problems to solve than either of the two, due to OXCE being the modding standard these days.
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You mean you want a facility that is over another facility? Like build a 1x1 Defence installation which has a 1x2 sprite that goes "over" the hangar? Not in functionality, just the looks. That is dealing with the Z order.
If I understand correctly, you want something like "always on top" tag to make the tagged facility sprites alway cover the normal, lower level facilities. Like how it happens in case of the hangars.
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OXCE Suggestions NEW / Re: [Suggestion] Craft size and Hangar capacity
« Last post by Pendra37 on Today at 09:12:18 pm »
...

XCom is a more or less realistic tactical game. Realistic planet, environment, weapons and situations. As realistic as the capabilities of the contemporary computers and style of game allow. Heck, if you replace the aliens with terrorists, you can call it Rainbow Six tactical.
The realism in the game even hurt the gameplay experience. Like soldier inventory management, buying mags and reloading the weapons manually, come on. XCOM'12 streamlined all the excess "realism" away.

Anyhow Type isn't all that hard to implement. If you want to buy a Craft Type 2, the can can interate through the facilities and check:
Can fit craft? Yes/No
Can fit Type 2? Yes/No
Does have enough free capacity? Yes/No

The game doesn't really care which craft is stored in which facility. Just like it doesn't care in which General Store you hold what item. You have free space for the craft at the time of purchase, you are good.

I know the Craft nr can be modified and I did that. I could fit 8 cars and that was cool. I could also fit 8 space dreadnoughts, which was a bit weird. That was the point I realized, a Craft size would be a good addition.
   
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OXCE Suggestions NEW / Re: [Suggestion] Craft size and Hangar capacity
« Last post by Ethereal on Today at 09:08:34 pm »
It is usually not the same because containment has either infinite space or some very high number, like 50. Hangars have neither of those stats. But I agree that if a single 2x2 hangar could hold 50 crafts, then this would be a non issue.

The capacity of the hangars is adjustable and, if desired, can be done like this:

Code: [Select]
facilities:
 - type: STR_HANGAR
    crafts: 999
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OXCE Suggestions NEW / Re: [Suggestion] Craft size and Hangar capacity
« Last post by Pendra37 on Today at 08:53:50 pm »
A hangar is not just a space to fit vehicles, it's the in-game representation of the logistics network required to maintain that craft and its interception/transport missions. It very much makes sense that you cannot park your global car rental agreement in the sub pen.
Pave over? Put a metal sheet on the pen? Or how about making it fly? Or maybe put it onto the sea using cranes? So many options.


Except they don't. No matter if the alien is a tiny brainsucker or a giant sloth creature, they all take the exact same amount of containment 'space'. This is an example of type and size working in parallel, not together.

It is usually not the same because containment has either infinite space or some very high number, like 50. Hangars have neither of those stats. But I agree that if a single 2x2 hangar could hold 50 crafts, then this would be a non issue.
 
 
But nothing actually uses type and size together.
How about, I don't know, dead aliens? They have a Type ("CORPSES") AND a Size (0.4). Imagine if the stores worked like you said, no type and size. Muton corpse 1 space, pistol mag 1 space, Eleriumm crystal 1 space. Have fun fitting all the equipment and material into a single base...
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OXCE Suggestions NEW / Re: [Suggestion] Craft size and Hangar capacity
« Last post by Ethereal on Today at 08:21:59 pm »
There is no need to equate the game with reality. The game must have gaming conventions, for which we love them. Excessive realism only harms the gameplay. In such matters, you need to approach the matter from the point of view of playful expediency.

And the expediency is such that we have ships that should emphasize their importance with increased sizes.

Actually, to enter a new parameter (size) it takes about 10 seconds per couple of lines of code. Just don’t come up with stupid calculation formulas and other unnecessary complications. But introducing types for ships will not be very easy. It will be even more difficult to force different hangars to display only the types of ships allowed specifically for them.
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Released Mods / Re: Kronos 913 mod 2.0
« Last post by yergnoor on Today at 07:56:01 pm »
In OpenXcom Extended 7.12 the mod no longer runs.  According to the error indicated in the log:
"[ERROR] During linking rulesets of crafts:
 Error for 'STR_AVENGER': Default HWP capacity cannot be negative.
 Error for 'STR_LIGHTNING': Default HWP capacity cannot be negative.
 Error for 'STR_SKYRANGER': Default HWP capacity cannot be negative."
Discovered the reason - changes in the operation of OXCE. Now the vehicles argument in the Kronos_Mod_crafts.rul file cannot be specified as negative. Here is from its description:
"vehicles - Amount of vehicles this craft can carry.  Note: in OXCE, it's the amount of vehicles and 2x2 soldiers.  In OXCE, it can also have a value of -1, which means unlimited.  Since OXCE v7.10, value -1 is not supported anymore."
Changing to explicitly indicating the number of tanks transported removes the error.
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OXCE Suggestions NEW / Re: [Suggestion] Craft size and Hangar capacity
« Last post by Juku121 on Today at 07:09:09 pm »
Except, I can still park a single car into that massive hangar.
A hangar is not just a space to fit vehicles, it's the in-game representation of the logistics network required to maintain that craft and its interception/transport missions. It very much makes sense that you cannot park your global car rental agreement in the sub pen.

General stores vs Containment are the example how Type AND Size work together.
Except they don't. No matter if the alien is a tiny brainsucker or a giant sloth creature, they all take the exact same amount of containment 'space'. This is an example of type and size working in parallel, not together.

Everything in game have Type AND Size. Even manufacture. Except crafts. They have neithet Type nor Size. They are single crafts. Adding type is one part of the concept adding size is the other.
But nothing actually uses type and size together. Scientists are a number, there are no special scientist types. Or engineer types. Or item storage types. Or alien containments with sizes that can house multiple types of captives.  Etc.
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