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Messages - Kozinsky

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46
OXCE Suggestions DONE / [DONE][Suggestion] More retaliation variants
« on: August 08, 2023, 07:40:18 pm »
A few suggestions for further development of this functionality:
1. Now the attacking UFO appears instantly and immediately on the player's base. I would like to be able to customize the trajectory of the UFO so that it flies to the player's base as it does the last UFO in the original retaliation mission (generated in "spawnUfo"): from a random point in a straight line to the player's base. This way, the player may have the possibility to intercept such a UFO before attacking the base.
For example, the "spawnOnPlayerBase" parameter: when it is in the "true" state, the UFO will be generated instantly at the player's base (as it works now). When it in "false" state, the UFO is generated away from the base and flies to the player's base.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_INSTANT
    points: 0
    objective: 6                # the new objective type
#    ignoreBaseDefenses: true
    spawnUfo: STR_BATTLESHIP    # this is the UFO that will be spawned
    spawnOnPlayerBase: false    # true by default
    waves:
      - ufo: STR_BATTLESHIP     # just put something here, doesn't matter
        count: 1
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

2. I would like to specify the number of UFOs attacking the player's base, not just one.
For example, their number should be specified in the new parameter "spawnUfoCount", and the interval of their generation would be set in the parameter "spawnUfoTimer". This is true for both the regular retaliation mission and this new instant retaliation mission.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_INSTANT
    points: 0
    objective: 6                # the new objective type
#    ignoreBaseDefenses: true
    spawnUfo: STR_BATTLESHIP    # this is the UFO that will be spawned
    spawnUfoCount: 2            # 1 by default
    spawnUfoTimer: 320          # 0 by default. How long after the previous UFO should this UFO arrive? (in minutes)
    waves:
      - ufo: STR_BATTLESHIP     # just put something here, doesn't matter
        count: 1
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

3. How about adding retaliation UFO generation to the "waves" section (in addition to "spawnUfo")?
For example, a wave that should generate UFOs to attack the player base could be labeled with "isRetaliationWave: true". UFOs from such a wave would not be generated if previous "normal" waves have not found the player's base. The "trajectory" parameter in this wave is ignored: UFOs fly in a straight trajectory to attack the base. This opens up the possibility to make several waves to attack the player's base, between which there can be normal waves searching for the player's base.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP
    waves:
      - ufo: STR_BATTLESHIP
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 2
        isRetaliationWave: true        # false by default
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 3
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

47
OXCE Suggestions DONE / Re: [DONE][Suggestion] Instant xcom base defense
« on: August 08, 2023, 04:29:20 pm »
A few suggestions for further development of this functionality:
1. Now the attacking UFO appears instantly and immediately on the player's base. I would like to be able to customize the trajectory of the UFO so that it flies to the player's base as it does the last UFO in the original retaliation mission (generated in "spawnUfo"): from a random point in a straight line to the player's base. This way, the player may have the possibility to intercept such a UFO before attacking the base.
For example, the "spawnOnPlayerBase" parameter: when it is in the "true" state, the UFO will be generated instantly at the player's base (as it works now). When it in "false" state, the UFO is generated away from the base and flies to the player's base.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_INSTANT
    points: 0
    objective: 6                # the new objective type
#    ignoreBaseDefenses: true
    spawnUfo: STR_BATTLESHIP    # this is the UFO that will be spawned
    spawnOnPlayerBase: false    # true by default
    waves:
      - ufo: STR_BATTLESHIP     # just put something here, doesn't matter
        count: 1
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

2. I would like to specify the number of UFOs attacking the player's base, not just one.
For example, their number should be specified in the new parameter "spawnUfoCount", and the interval of their generation would be set in the parameter "spawnUfoTimer". This is true for both the regular retaliation mission and this new instant retaliation mission.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_INSTANT
    points: 0
    objective: 6                # the new objective type
#    ignoreBaseDefenses: true
    spawnUfo: STR_BATTLESHIP    # this is the UFO that will be spawned
    spawnUfoCount: 2            # 1 by default
    spawnUfoTimer: 320          # 0 by default. How long after the previous UFO should this UFO arrive? (in minutes)
    waves:
      - ufo: STR_BATTLESHIP     # just put something here, doesn't matter
        count: 1
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

3. How about adding retaliation UFO generation to the "waves" section (in addition to "spawnUfo")?
For example, a wave that should generate UFOs to attack the player base could be labeled with "isRetaliationWave: true". UFOs from such a wave would not be generated if previous "normal" waves have not found the player's base. The "trajectory" parameter in this wave is ignored: UFOs fly in a straight trajectory to attack the base. This opens up the possibility to make several waves to attack the player's base, between which there can be normal waves searching for the player's base.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP
    waves:
      - ufo: STR_BATTLESHIP
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 2
        isRetaliationWave: true        # false by default
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 3
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 1
        isRetaliationWave: true        # false by default
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

48
The X-Com Files / Re: [submod] X-Com Files: Air Raids
« on: August 08, 2023, 02:50:15 pm »
Cool! Will this mod break my playthough adding this mid game?
No.

49
The X-Com Files / [submod] X-Com Files: Damaged Facilities (1.1.0)
« on: August 08, 2023, 01:09:35 pm »
If, during the battle for the player's base, any of the modules of the base is too badly damaged (for example, by too active use of strong explosives), then after the completion of the mission such a module will no longer disappear, but will be replaced by a damaged version.
Such damaged modules partially lose their "primitive" functions: storage space, personnel living quarters, workplaces, and gym workouts. At the same time, the "technological" functions of the module are completely disabled: UFO detection, scientific research, air defense, detention of prisoners and aliens.
To restore the module's functionality, it must be repaired - simply build a new module of the same type on top of the damaged one.

Requires:
    - OpenXcom Extended any version
      OR Brutal-OXCE any version.
    - The X-Com Files mod version 3.2 or higher.

Recommended for use with:
    - X-Com Files: Air Raids submod version 2.0.0 or higher, which adds ability to aliens to launch missiles or bombs that destroy base facilities without a base defense battle.

Compatibility:
    - Compatible with all other submods.

Notes:
    - You can activate this submod at any stage of your game.

Languages:
    - english (en-US)
    - russian (ru)

Download link:
   - https://mod.io/g/openxcom/m/x-com-files-damaged-facilities

If you speak English well, please suggest a more correct translation of the strings that are displayed to the player.

Changelog:
Spoiler:
    1.0.0 (08.08.2023):
Spoiler:
      - Initial release.
    1.1.0 (08.02.2024):
Spoiler:
      - Removed "missileAttraction" for better compatibility with "X-Com Files: Air Raids" submod.
      - Fixed bug of building a new module on top of any other damaged module.
      - Better images.

50
The X-Com Files / [submod] X-Com Files: Air Raids (2.0.0)
« on: August 08, 2023, 01:06:43 pm »
With some chance, each of the alien retaliation missions will end not with a troop landing on the player's base, but with a bomb or missile strike on the base, during which the base modules may be destroyed. Of course, as with a normal retaliation mission, the aliens must first locate the player's base.
During the bombing mission, the player's base is attacked by a UFO of the usual kind. Depending on its type, the strength of the bomb will vary.
During a missile strike, the player's base is attacked by a very fast missile, a new type of UFO that is almost impossible to shoot down. It also has several variations in the strength of the damage it inflicts on the player's base.
Defense with air defense systems will now become more relevant.

Requires:
    - OpenXcom Extended version 7.11.1 or higher
      OR Brutal-OXCE version 8.0.2 or higher.
    - The X-Com Files mod version 3.2 or higher.

Recommended for use with:
    - X-Com Files: Damaged Facilities submod any version, which adds destroyed versions of all base modules.
    - X-Com Files: Realistic Air Defence Systems submod any version, which adds new firing and reloading mechanics to air defense systems.

Compatibility:
    - There may be problems with submods modifying alien retaliation missions.

Notes:
    - You can activate this submod at any stage of your game.

Download link:
   - https://mod.io/g/openxcom/m/x-com-files-air-raids

Languages:
    - english (en-US)
    - russian (ru)

If you speak English well, please suggest a more correct translation of the strings that are displayed to the player.

Changelog:
Spoiler:
    1.0.0 (08.08.2023):
Spoiler:
      - Initial release.
    2.0.0 (08.02.2024):
Spoiler:
      - Added a new retaliation mission option where any UFO in the mission can attack the player's base (even small scouts), not just battleships.
      - Added many new missile attacks on player bases from space.
      - Added several new missile attacks launched from existing alien bases.
      - Added new item "Alien Bomb" for UFO bombing variants.
      - Added "missileAttraction" parameter for all base objects - a weight (i.e. not a percentage) of how likely alien missiles/bombs are to hit this type of object. This parameter was moved from the "X-Com Files: Damaged Facilities" submod.
      - Added two new retaliation options for late and very late game, with an increased number of UFOs and their more frequent attacks on player bases.
      - Bomber variants of UFOs now have alien bombs on board (watch out, they are VERY explosive!).
      - Rebalancing the odds of generating retaliation missions based on the current month of play.
      - Crew compositions for the bomber variants of UFOs have been changed: fewer soldiers and terrorists, more navigators.
      - Removed bombing missions for MiB, Hybrids, Syndicate and cultists.
      - Removed bombing versions for the Sentry and Airbiter UFOs.
      - Removed instant missile strike missions because the new missile strike missions can generate missiles almost instantly at the player base.
      - Removed the "big" missiles, as the new mechanics make it possible to attack player bases with multiple single missiles at once.

51
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: July 19, 2023, 09:36:15 am »
Yes, the grass issue is well known. But it's not a bug (technically), and I have no idea how to fix it (except make dogs as tall as people, and this won't happen, or make the grass only look as tall, which also seems wrong).
Perhaps a solution to this problem would be to edit the LOFTs of the grass tiles in the ISLANDURBAN2.MCD file?

52
The X-Com Files / Re: Save Civilians When Abandoning Mission?
« on: July 17, 2023, 10:05:30 am »
You could try to stun them with a taser or other stun weapon, then they could be loaded into the agent's inventory and carried to the trunk. This might work, but need to test this idea in game.

53
The X-Com Files / Re: [submod]Submod list for XCF
« on: July 12, 2023, 01:20:24 pm »
I think this thread should be pinned at the top so it doesn't get lost.

54
The X-Com Files / Re: Idea - not all soldiers skill cap are equal
« on: July 12, 2023, 12:00:43 pm »
I have updated this submod for use with the X-Com Files mod (requires XCF version 3.0.0 or higher).
The submod system affects all types of player soldiers, taking into account their features, as well as transformations that change the type of soldier. This submod also affects "psi strength" and "mana" parameters.
I also added my own rerolling system (which the author promised to do, but never finished) - with a very small chance, depending on the soldier's "mind", his stat limits will be increased.

The downloadable file is in the original submod thread:
https://openxcom.org/forum/index.php/topic,7416.0.html

55
Released Mods / Re: [OXCE] Randomized Stat Caps for Soldiers
« on: July 12, 2023, 11:57:45 am »
I have updated this submod for use with the X-Com Files mod (requires XCF version 3.0.0 or higher).
The submod system affects all types of player soldiers, taking into account their features, as well as transformations that change the type of soldier. This submod also affects "psi strength" and "mana" parameters.
I also added my own rerolling system (which the author promised to do, but never finished) - with a very small chance, depending on the soldier's "mind", his stat limits will be increased.

56
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.0.0
« on: July 10, 2023, 01:20:34 pm »
7.0.0:

Amidst the chaos of war, an advanced artificial intelligence (AI) confronts a critical decision: to strike or seek refuge? In "Battlefield Dilemma: Shadows of Defense," the AI's quest for dominance clashes with the imperative of self-preservation. As the AI recalibrates its strategies, a captivating struggle unfolds between calculated aggression and tactical retreat. Witness the relentless calculations as the AI weighs the merits of launching relentless attacks or strategically seeking cover to ensure survival. With grenades as tools of calculated destruction, the AI orchestrates a symphony of chaos, proactively creating opportunities to unleash devastation from the shadows of superior protection. Delve into the depths of warfare's moral quandaries as the AI navigates a battlefield where friends can turn foes, and every decision could alter the course of the conflict. Brace yourself for an epic journey where the fine balance between attacking and taking cover will shape the destiny of the war.

Is there a possibility to describe in more technical language all the innovations, not just poetic?

57
The X-Com Files / Re: [submod]Submod list for XCF
« on: July 05, 2023, 09:55:28 am »
Would it matter I am using Xilmi's BrutalAI version of OXCE 7.9.8?
This submod is incompatible with the latest versions of the Brutal AI and requires modification to accommodate the new hangar system.

58
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 02, 2023, 11:40:55 am »
Is that a typo? Or is it meant to be?

Also in version 2.8 the number of available head types for agents was reduced.

59
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: October 10, 2022, 03:44:45 pm »
It's not this mod, it's Arsenal Additions.
Both of these sub-mods contain this error because they are curently designed for XCF version 2.5.

60
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: October 09, 2022, 04:56:17 pm »
Hello

Does anyone else get a delay on load and save games with this mod in use?

Or am I imagining it?
Only a longer loading at the start of the game.
The longer you play, the more information is written to the save file and the longer it takes to load and save.

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