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Messages - ohartenstein23

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1876
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: June 24, 2016, 03:28:36 pm »
The dodge bonuses listed in the bootypedia don't match avoidBonus in the ruleset - Dioxine, is avoidBonus subtracted from the UFO's accuracy instead of a multiplicative factor?

1877
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: June 24, 2016, 01:58:44 am »
Okay, I'll link you a spreadsheet with updated data and highlight the changes/additions when I get a chance.

Also, edit to the damage model to make it more user-friendly to pick your interceptors/weapons, although it doesn't check to see if you put weapons on a zeppelin or something like that.

1878
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: June 23, 2016, 10:54:22 pm »
Give me a little time to ruleset dive, and I can give you an updated version of the tables - would it be useful to have them in the HTML format?

1879
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: June 23, 2016, 08:53:33 pm »
If user account creation is re-allowed at some point for https://ufopaedia.org, I was planning on updating the craft/shipping information.

Can someone check if using the drop-down buttons for the Damage Modelling sheet works from the link?  I just updated the sharing permissions, so changing those should be allowable.

1880
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: June 23, 2016, 08:31:47 pm »
Finished my initial work on modelling damage dealt to a shipping, based on the number and type of weapons you're using, the target, and how long you're willing to leave the lead interceptor under fire.  Now you can figure out just how many guns you need to take down that battleship! (82, if you're using only 25 mm cannons and a shielded Kraken as lead interceptor)

It's based on data mined from https://ufopaedia.org, so it may be a little out of date until the wiki gets updated or I do more ruleset diving.

1881
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: June 23, 2016, 08:22:23 pm »
I got my battleship and tank weapons mixed up... oops!  I was thinking the 16-inch deck guns of an Iowa-class battleship, but had the diameter of the Abrams tank's main gun stuck in my head.  So not flying battleships, more like flying tanks.  Which is still cool, but much less so.

1882
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: June 23, 2016, 05:52:56 pm »
That low total payload and cost were what turned me off of the Ramjet, and once you hit Lancer missiles, I don't really see any reason to use it.  Although, I guess that's the point of it being an early interception weapon on the black market - best of a few crappy choices, fence it once you can start producing better stuff.

By the way, I love the Naval Gun on the Swordfish for brutalizing nonmilitary targets - I know missiles and light cannons are a better and more economical choice, but there's something satisfying about mounting an a WWII-era battleship Abrams tank cannon on an interceptor and slamming UFOs with 120 mm shells.

Edit:  Got my cannon sizes mixed up, thanks for noticing my mistake legionof1

1883
Open Feedback / Re: Modding this
« on: June 23, 2016, 05:47:13 pm »
In the reference Solarius linked in his first post, items with an attraction: value above 5 will be picked up by the aliens if they don't have a weapon - I don't know specifics of how it works, but I'm guessing as you increase the value, the more likely it becomes the item will be picked up.

Changing the code isn't particularly hard if you know C++, as long as you're either just using the new executable yourself or willing to distribute a compiled version of your new executable with any mod you release that uses it - like OpenXcom Extended and XPiratez.  There are plenty of things you can do with just Ruleset editing, rewriting source codes is for when you hit the limit; once you're more comfortable with modding and want to do something that you can't do in the Nightly versions, you should check out the Extended branch for features you may want to use.

1884
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: June 23, 2016, 05:17:32 pm »
I'm glad it's helpful!  I hope that by doing damage models on a per-shipping basis, we'll have more information on how the weapons are doing in specific roles.  For example, I considered using the Ramjet as a beyond-enemy-range weapon for early interceptions with the Bonny, but I felt it did too little for the price, and the ships it could take down were just as easily downed with looted Gauss cannons and a few hours'/days' repair time on a HK/Predator.

1885
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: June 23, 2016, 04:45:25 pm »
I just found out how to use some of the database functions and how to import data from https://ufopaedia.org tables into the spreadsheet - which means I have easy access to the data for practically all the shippings!  Expect a new set of calculations for kill modelling based on enemy shipping vs. your lead interceptor at some point.

1886
Open Feedback / Re: Modding this
« on: June 23, 2016, 04:32:24 pm »
The more pedantic answer is that the Ruleset files are the data that the openxcom executable reads for all of the objects in the game - items, craft, base facilities, alien geoscape behavior, where to find graphics and sound files, ufopaedia entries, etc.  They provide for a more user-friendly way to change anything that isn't baked directly into the program itself.  If you look at the (path-to-openxcom)/data/Ruleset/Xcom1Ruleset.rul file (or I think it's split into multiple files in standard/xcom1 for the nightly version), you can find most everything that makes X-COM, X-COM, and therefore change practically anything you like.  Adding a mod is basically creating an addendum to this Ruleset file, whether it's changing the size of a map, to deleting everything and building a new game from the ground up.  There are a few things you can't change unless you re-write the source code, like the alien battlescape AI.

For the example of changing the map size, the executable reads the data from a Ruleset file under the heading 'alienDeployments:' for the size of maps generated when you assault a UFO.  Here's the bit for a small scout map:

Code: [Select]
alienDeployments:
  - type: STR_SMALL_SCOUT
    data:
      - alienRank: 5
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 50
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
            - STR_MIND_PROBE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
            - STR_MIND_PROBE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_MIND_PROBE
    width: 40
    length: 40
    height: 4

In your modded ruleset file, you only need to include what you're changing - here, the width and length of the map.  So an example of that change might look like:

Code: [Select]
alienDeployments:
  - type: STR_SMALL_SCOUT
    width: 80
    length: 80

1887
XPiratez / Re: Uses for Chinese Dragon
« on: June 22, 2016, 10:42:13 pm »
So there's a use for it - clear everything in a Dark Ones mission but the baron, and have yourself a good matchup in your newly created hellscape.

1888
XPiratez / Re: Uses for Chinese Dragon
« on: June 22, 2016, 08:54:15 pm »
Only one thing off the top of my head - a Baron of Hell from a Dark Ones mission.  Concussive resistance plus 250 health means it has a possibility of surviving.

1889
XPiratez / Re: Bugs & Crash Reports
« on: June 22, 2016, 08:34:32 pm »
While ruleset diving for craft weapons information, I noticed that researching Hammermite missiles depends on STR_CHEMICALS, which is not a researchable topic - this makes it such that these missiles cannot be researched.  Is this intended?

1890
XPiratez / Re: Craft Weapons DPS Spreadsheet
« on: June 18, 2016, 04:25:46 pm »
Ah okay, that's good to know.  I don't remember if I've unlocked #012 in my playthrough yet.  Planning on updating the DPS calculations with the range and the weapons damage 50%-100% spread.

Edit:  Updated and made the color scale for ranking DPS more clear.

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