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Messages - Delian

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1
OXCE Support Y-scripts / Re: Reshading BattleUnits
« on: May 12, 2024, 01:28:48 am »
Wow, I didn't know that. It would be super funny if someone could exploit that haha. But anyway, I think it's more important that units don't stand in light during night missions, than it is for them to stand in the dark during day missions.

Edit: I tried a mission site with globalshade=9, but could not find any shade=10 tiles even inside houses, so I dunno if it's possible. In any case, I'd still prefer if the script isn't ran in day missions.

2
OXCE Support Y-scripts / Re: Reshading BattleUnits
« on: May 12, 2024, 01:04:13 am »
Heh, is that possible? If globalshade is 9 (barely day), can some tiles get shaded to 10?

3
OXCE Support Y-scripts / Re: Reshading BattleUnits
« on: May 12, 2024, 12:56:29 am »
@Ranakastrasz
Code: [Select]
extended:
  scripts:
    recolorUnitSprite:
      - new: YSCRIPT_DAYFLASH
        offset: 49.99
        code: |
          var int frame;
          var int period;
          var int tileShade;
          var int newShade;
          var int id;

          unit.getId id;
          if gt id 1000; # only friendly units
            return new_pixel;
          end;
          set period 10; # flash once every x frames
          set frame anim_frame;
          mod frame period;
          if neq frame 0;
            return new_pixel;
          end;
          unit.getTileShade tileShade;
          get_shade newShade new_pixel;
          sub newShade 1;
          if and lt tileShade 10 gt newShade 0;
            set_shade new_pixel newShade;
          end;
          return new_pixel;

@Yankes, is there a way for script to access SavedBattleGame.globalshade? I want to prevent a script from running in day missions.

4
XPZ Strategy/Tactics / The best place to shoot down enemies
« on: May 04, 2024, 11:25:00 pm »
Sometimes, it's possible to choose where you down a shipping. This can be important because it allows you to avoid negative environments like hot and cold.

The terrain texture on the globe decides what kind of a map the ground battle takes place on. So a good idea is to either wait until a shipping is over a particular kind of texture, or possibly direct the shipping there.

I've attached an image which shows all the possible terrain textures, the ones on top are zoomed in, the ones on bottom are zoomed out. Underneath is a description and a chance of temperature-related environment effect. As you can see, if you down a shipping on the right terrain, you can be safe from having to bring gear to counter these environments.
Note that, even if you shoot down the shipping on a safe terrain, you can still get a bad roll and get a Nuke Zone map, which drains freshness unless your armor and plasma resists are high.

There are also further benefits. Some terrains can spawn rare magazines, even gold bars, but I'd argue the most rewarding are orchards with Apples. Terrains with a relatively good chance to get apples on are: The three Habitation terrains and Steppe, while Desert, Arid and Tropic have a small chance. Other terrains won't yield apples, but they have a small chance to spawn a crashed Necroplane, which would yield some Necroplane Parts. In terms of rewards, I think the best terrain is Medium Habitation, while the worst is Swamp.

5
Using "Ctrl+1" to save a template, and then quickly pressing tab+1+tab+1+tab+1+tab+1... to equip all the soldiers, is not so much work that it would require a new button.

You know, if auto-equip is turned on, then you don't need to press any buttons at all!

7
I would like to remind you about this topic.
https://openxcom.org/forum/index.php?topic=11648.0
I actually like this idea just as much. Making items hidden for ship equipment, like in the Buy menu, would solve a lot of problems. Not exactly what I would like, but also a good idea.

I don't know why you linked that thread. That's totally different suggestion.

8
The whole problem of not seeing all the required resources can be solved by the modder, by changing the requirements - by introducing an intermediate resource. Instead of requiring ResourceA and ResourceB, the facility construction should require resourceC, which is manufactured from ResourceA and ResourceB. Manufacturing doesn't have any requirement-showing limits.

9
Selling the unneeded items would normally be the case, yeah, however there's numerous reasons why the player may choose to keep such items anyway. For instance, they could be manufacturing materials, or items that can later be upgraded, or they're shared as craft armaments, or don't have/can't produce ammo yet, or the player is keeping an item sample for a later research, etc.

On the craft equipment list screen, the marked items always appear, the only thing that changes is their color. Unmarking them would be the same as marking them, for instance, with a right click.

In the inventory screen, the hidden items don't appear on the Ground. As for already loaded items... it would probably be simplest if, upon hiding, they're unloaded from the craft and removed from any saved soldier inventories. My personal use case is, if I mark an item as hidden, it means I don't intend to use it in battles.

The two exceptions I can think of are:
- base defense, where all the base items should appear on the Ground, even hidden ones.
- right before an assault landing, where the player is offered all the items they brought with them on the craft (in case some items were hidden after the craft took off)

10
OXCE Suggestions NEW / Re: New save mode with disabled manual save
« on: April 27, 2024, 07:20:12 pm »
Game options currently contain two settings: "Autosave Frequency" and "Autosave Slots". However, these two options only apply to battlescape.

I think the suggestion you're looking for is adding two options called "Geoscape Autosave Frequency" and "Geoscape Autosave Slots".

Of course, they still wouldn't apply to Ironman, but I think anything more specific than that would not be useful enough to add to the game.

11
XPiratez / Re: Bugs & Crash Reports
« on: April 24, 2024, 07:51:22 pm »
Manufacturing T.030 Rockets-EMP (STR_HWP_ROCKETS_3_EMP) is too profitable.

12
XPiratez / Re: Bugs & Crash Reports
« on: April 24, 2024, 02:14:05 am »
Error in Piratez_Factions.rul, Line 8982:
AUX_NAUGHTY_TENTACLE -> damageAlter -> duplicate key ToWound

Manufacturing Gnome Shielded SWJ (STR_GNOME_COMBAT_JACKET_SHIELDED) requires a... Sectoid Corpse (STR_SECTOID_CORPSE). I don't think those are obtainable.

13
Ok, since SS is interested and he is a modder... I edited the first post into a suggestion.

14
I like the "Alternate craft equipment management" feature, however, changing equipment can become unwieldly when the variety of items on the base increases, since all the base items are included in the Inventory screen.

I suggest the following QoL feature: Allow players to mark or grey-out items that they don't wish to appear in the craft soldier's Inventory screen.

15
Ah, sorry, didn't read documentation carefully enough. As for making a suggestion, I can't, because I'm not a modder and it's not a QoL suggestion.

However, one thing I can say is that most deployments in XPZ have custom (not 0 or 100) percentageOutsideUfo value set for each unit, even though it doesn't function. So I can only assume that Dio thought percentageOutsideUfo worked for mission sites as he put some thought into what value to set each time.

Well, nevermind then. Can be closed.

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