OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: bladum on October 30, 2016, 10:35:52 am

Title: Bladum's ideas compilation
Post by: bladum on October 30, 2016, 10:35:52 am
Some my ideas for OXCE+ collected from different posts.

My proposition is:

Ideas moved to google.
https://docs.google.com/spreadsheets/d/1yzyycRJ6Nq_SC3bE5sdq41aq_x7GgkQ9eAyoulpJYoI/edit#gid=0

Github repo
https://github.com/Bladum/OXCE-Bladum

EDIT: all ideas moved to gogle excel above
Title: Re: Bladum's ideas
Post by: Zharkov on October 30, 2016, 12:47:46 pm
5) damage taken to alien craft during xcom base assault should define number of aliens that will die in turn 1 of the battle. 20% damage - 20% chance to alien be dead in the first turn.

That always bothered me - hitting an attacking ufo should indded have an effect on the following battle!
Title: Re: Bladum's ideas
Post by: Meridian on October 30, 2016, 01:29:51 pm
Three pluses from me...

1/ custom sprites have been already added in vanilla recently
2/ -
3/ -
4/ maybe
5/ -
6/ meh
7/ -
8/ maybe
9/ RMB and MMB are already taken for other actions
10/ already available in vanilla for a long time (hotkey R)
11/ -
12/ maybe
13/ maybe
14/ -
15/ meh
16/ this is not as easy as it sounds... if you figure out how it should work, then I support it
17/ meh
18/ -
19/ -
20/ -
21/ meh
22/ -
23/ maybe... how should it look exactly?
24/ -
25/ -
26/ -
27/ -
28/ -
29/ -
30/ -
31/ there are other ways to do it, for example environmental effects in OXCE+ (just set them to affect only enemy and last 1 turn only)
32/ -
33/ -
34/ psi vision works quite OK in OXCE+ without a need for scanner
35/ -
36/ what?
37/ -
38/ + ... first plus :)
39/ could be done in OXCE+ already by recovering a special item and manufacturing a soldier out of it
40/ -
41/ -
42/ maybe... already on Solar's wishlist
43/ -
44/ -
45/ already possible to override shadow per alien deployment with "shadow" (vanilla) and "maxShadow" and "minShadow" (oxce+), can't think of what more could one want
46/ + ... second plus
47/ + ... third plus
48/ meh
49/ already available in oxce+
50/ -
Title: Re: Bladum's ideas
Post by: Solarius Scorch on October 30, 2016, 11:02:42 pm
Here's some comments in addition to Meridian's post:

4) I like this one. Not sure if Ill use it, but it fits Piratez well, with the multitude of defence buildings and the general materialistic approach (more than in vanilla).

8) I'd rather see it on the armour Ufopaedia page. It would be more streamlined and probably easier to code. Modders put this info in the Ufopaedia text anyway.

15) Oh Gollop, yes. This is something we've felt is a big problem from the start. It would allow to the player to choose if s/he wants a psionic helmet, or a night vision helmet, for example. Or either a jetpack or a normal backpack (no item, just standard inventory space). It would add a neat new tactical layer, and it is how things work in some pretty much all other tactical games. I repeat: this is something I've been agonizing over since I've started modding X-Com.

24) Would be interesting, but obviously a lot of work. If there's a chance it becomes true, I'll try to design some system for civilians/staff relationship.

26) I'd extrapolate it to the general "items influence stats". Which somewhat ties to the 15). Generally, it would be a very good thing... if it ever happened.
Title: Re: Bladum's ideas
Post by: Eddie on October 30, 2016, 11:13:45 pm
I've had an idea:

Since backpacks had a TU nerf, how about some armors that have as their specialty a larger belt or quickdraw inventory, so you can fit items of height 3 there? I was thinking about the melee weapons here, as one of the big drawbacks of rapier and saber is that you can't have them on your belt.
This would work well with the suggested 15), to limit items to specific inventory slots.
Title: Re: Bladum's ideas
Post by: Dioxine on October 30, 2016, 11:24:55 pm
Since backpacks had a TU nerf

It's simply not true. The TU on backpacks were reversed, not nerfed.

As for the other stuff - yeah having a large melee weapon or a Light Cannon on the belt would be nice, but it would remove one of precious few advantages of knives and pistols, duh. It's a tired topic.
Title: Re: Bladum's ideas
Post by: khade on October 30, 2016, 11:32:34 pm
I don't have any responses on the ideas as of right now, but just a note:  If we just comment on the ones we like, then you don't get to find out why we don't like the others.  :)
Title: Re: Bladum's ideas
Post by: Dioxine on October 30, 2016, 11:35:53 pm
Feel free to comment on what you don't like as well, as moderator I must remind that such rules as Badlum's hold no power here.
However keep in mind that he just made a compilation (despite what he claims in the title, but confirmed by what he says later), so don't shoot the messenger.
Title: Re: Bladum's ideas
Post by: khade on October 30, 2016, 11:49:25 pm
I had no intention of being rude, just mentioning that you get at least as much use out of comments on why something doesn't work as you do from wholehearted support of what does.

Incidentally, Bladum, Welcome to our little corner of the forum.
Barrels of grog are in the corner, meat is on the table.   ;D

Maybe you've been here before, probably before me, but welcomes are always fun.
Title: Re: Bladum's ideas
Post by: Eddie on October 31, 2016, 12:41:27 am
It's simply not true. The TU on backpacks were reversed, not nerfed.

As for the other stuff - yeah having a large melee weapon or a Light Cannon on the belt would be nice, but it would remove one of precious few advantages of knives and pistols, duh. It's a tired topic.

I was not here when that topic was discussed, I apologize.

The backpack was nerfed as a slot for a backup weapon. When you need that weapon, you only need to take it out, not put it back in. That 8 TU more can make the difference between "can take out and shoot the same round" and "take out, shoot next round". I will see how much it actually bothers me, but I would certainly say it's a nerf.
Title: Re: Bladum's ideas
Post by: Yankes on October 31, 2016, 01:17:46 am
26) I'd extrapolate it to the general "items influence stats". Which somewhat ties to the 15). Generally, it would be a very good thing... if it ever happened.
This is partially done already, this is question of when I add script in interesting places. Closest thing I plan to add is script weapon damage and defense, but this will be after nightly merge.
Title: Re: Bladum's ideas compilation
Post by: bladum on October 31, 2016, 09:55:28 am
Hi,

1) It suppose to be compilation of my ideas from different parts of the forum. Sorry for confusion.
2) feel free to comment any way you like, idea was to make answers as short as possible "hot or not".
3) try to use google sheet, every one can edit it. Added to first post.

https://docs.google.com/spreadsheets/d/1yzyycRJ6Nq_SC3bE5sdq41aq_x7GgkQ9eAyoulpJYoI/edit#gid=0
Title: Re: Bladum's ideas compilation
Post by: Zharkov on October 31, 2016, 12:20:08 pm
But it does not matter who is owner of idea, we all want make openxcom better game.

I beg to differ. While the last part of the sentence is certainly true, I cannot agree withe first one. Credit has to be given where due.
Title: Re: Bladum's ideas compilation
Post by: Solarius Scorch on October 31, 2016, 12:41:17 pm
I beg to differ. While the last part of the sentence is certainly true, I cannot agree withe first one. Credit has to given where due.

Ideas are not a property of any person, especially such general ones. Many of them emerge from many people simultaneously anyway.

I agree that credits for a particular work should be given. But let's not get into pseudo-legal cloudcuckooland here, okay?
Title: Re: Bladum's ideas compilation
Post by: bladum on October 31, 2016, 02:11:40 pm
guys,

I removed this part about "idea ownership". Can we please focus on the content, please ? Thanks :)
Title: Re: Bladum's ideas
Post by: Meridian on October 31, 2016, 02:41:58 pm
15) Oh Gollop, yes. This is something we've felt is a big problem from the start. It would allow to the player to choose if s/he wants a psionic helmet, or a night vision helmet, for example. Or either a jetpack or a normal backpack (no item, just standard inventory space). It would add a neat new tactical layer, and it is how things work in some pretty much all other tactical games. I repeat: this is something I've been agonizing over since I've started modding X-Com.

Although I personally feel there is absolutely no problem at all, I don't like to see people in agonizing pain.
Consider it an early Christmas present.

Btw.
- psionic helmet doesn't exist (if I am not mistaken)
- night vision helmet exists only if you understand Yankes' script magic
- jetpack doesn't exist either

So, good luck.

EDIT: PS: works if you are equipping items in the inventory (drag&drop and also ctrl+click)... auto-equip however ignores it... hopefully that won't be a problem. If yes, post some example saves please.

Code: [Select]
items:
  - type: STR_ELECTRO_FLARE
# Empty list means all sections are supported, STR_GROUND is also always supported (even if not listed)
    supportedInventorySections:
      - STR_LEFT_HAND
      - STR_RIGHT_HAND
extraStrings:
  - type: en-US
    strings:
      STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "It's not allowed to place that item there.{NEWLINE}Don't ask why!"
Title: Re: Bladum's ideas compilation
Post by: Solarius Scorch on October 31, 2016, 03:35:16 pm
Meridian, thank you for such a gift! And if all goes well, the players will also get a Christmas present in the form of revamped armour mechanics. :)

I guess we should start pestering Yankes for help right now... :)
Title: Re: Bladum's ideas
Post by: Meridian on October 31, 2016, 04:21:57 pm
Meridian, thank you for such a gift! And if all goes well, the players will also get a Christmas present in the form of revamped armour mechanics. :)

I guess we should start pestering Yankes for help right now... :)

Well, enjoy. I just hope you know what you're doing.

This is partially done already, this is question of when I add script in interesting places. Closest thing I plan to add is script weapon damage and defense, but this will be after nightly merge.

Yeah, the word interesting is the key here.
I've looked at it too and I could add some properties to items quite easily. Some not so easily.

Also, there's a question of when should stats update... immediately after equipping? ...or next turn? ...or just once per battle?

Imagine, there is a "Ring of Life" item, which increases you HP pool:
1. your current and max HP is 60
2. equip the ring (+100), your current and max HP is now 160
3. someone shoots at you, your current HP goes down to 80 (max HP still 160)
4. take off the ring (current HP = max HP = 60)... effectively getting rid of 80 lost HP
5. goto 1

Anyway, I could add items which affect:
a/ soldier basic stats (TU, stamina, accuracy, etc.)
b/ armor basic stats (front, left, etc.)
c/ new visibility effects (all those new OXCE+ armor flags: day/night, camo, predator, heat vision, psi vision, etc.)

Everything else (e.g. jetpack, resistances, immunities, ...) would be more difficult.
Title: Re: Bladum's ideas compilation
Post by: Dioxine on October 31, 2016, 06:16:24 pm
When we discussed that kind of thing with Yankes, the general consensus was that such items, to avoid insanity, should only be equippable on the base and can't be removed/equipped during a mission. But it was a long time ago.
Title: Re: Bladum's ideas compilation
Post by: Bloax on October 31, 2016, 06:59:40 pm
There are two ways to handle stat damage while wearing a stat-increasing item:

1) When item is taken off, set "current" stat to [MaxStat * (BoostedStat / BoostedMaxStat)], so taking off a ring of +100 hp at 160/180 hp would set it to [80 MaxHp * (160 BoostedHp / 180 BoostedMaxHp) = 71 hp].
2) When item is taken off, simply deduct the bonus from the current stat. Yes, this means that you'll die if you take that ring off at <=99 hp. Tough luck if you wanted another ring in that slot!

The use case of #1 is rather limited without tedious swappy-swaps for min-maxing, so the Oh So Dangerous #2 is probably the way2go.
Title: Re: Bladum's ideas compilation
Post by: Yankes on October 31, 2016, 10:11:58 pm
Well, enjoy. I just hope you know what you're doing.

Yeah, the word interesting is the key here.
I've looked at it too and I could add some properties to items quite easily. Some not so easily.

Also, there's a question of when should stats update... immediately after equipping? ...or next turn? ...or just once per battle?

Imagine, there is a "Ring of Life" item, which increases you HP pool:
1. your current and max HP is 60
2. equip the ring (+100), your current and max HP is now 160
3. someone shoots at you, your current HP goes down to 80 (max HP still 160)
4. take off the ring (current HP = max HP = 60)... effectively getting rid of 80 lost HP
5. goto 1

Anyway, I could add items which affect:
a/ soldier basic stats (TU, stamina, accuracy, etc.)
b/ armor basic stats (front, left, etc.)
c/ new visibility effects (all those new OXCE+ armor flags: day/night, camo, predator, heat vision, psi vision, etc.)

Everything else (e.g. jetpack, resistances, immunities, ...) would be more difficult.
right now I don't have plans to items that change stats directly, this will be responsible of scripts that will alter calculations that use stats.
And some script will be allowed to directly change current stats of unit, and without any problems they could change maximum values too.
One benefic of scripts is that modder can override how is handle hp when max is changed, default will be something like you said,
but modder can adust hp after that in any way he want.

Scripts that are candidates for this are "whehUnitIsDamaged" and "endOfTurn" (not added yet, this would allow creating temporary buffs and debuffs).
In some future another place could be "itemEquiped" and "itemDroped".
With all this and new special stat "flyEnginePower" (when it have value greater than zero unit can fly) I could add without any big problems support for jetpack and lot of other interesting mechanic (limited fuel, net that can bring down some flying units, weight limit, etc.).
Only change from code perspective is to call "apply gravity" function after call of this selected scripts and this new stats is needed for reducing conflicts between multiple mods/scripts that try affect flying capabilities of unit.

Right now only real limitation in scripts is that only items in hand are accessible. I need figure out how access to full inventory should look like in scripts.
Title: Re: Bladum's ideas compilation
Post by: bladum on November 21, 2016, 11:29:14 am
progress report in my so far local fork based on OXCE+ 3.5

EDIT: all progres reported in first post
Title: Re: Bladum's ideas compilation
Post by: bladum on November 28, 2016, 09:28:21 pm
git repo, sorry for not perfect docs / code quality

https://github.com/Bladum/OXCE-Bladum
Title: Re: Bladum's ideas compilation
Post by: Meridian on November 30, 2016, 02:12:56 pm
So far (30.11.2016), this looks interesting to me:
- display weapon damage on cursor under accuracy ... I will make it a toggle tho
- effective weight of the item for throwing
- scripted terrain damage before battle

This looks nice, but is not robust enough:
- click on paperdoll to change armor, avatar, and display armor weight ... the paperdoll doesn't have a fixed size (64,90,50,54) and also there could be inventory slots on the chest for example, which would conflict with the paperdoll button

The rest is not interesting for me.
Title: Re: Bladum's ideas compilation
Post by: Solarius Scorch on November 30, 2016, 04:35:30 pm
The rest is not interesting for me.

Meridian, by "the rest" you mean this document?

https://docs.google.com/spreadsheets/d/1yzyycRJ6Nq_SC3bE5sdq41aq_x7GgkQ9eAyoulpJYoI/edit#gid=0

Sorry, I'm just getting confused.
Title: Re: Bladum's ideas compilation
Post by: Meridian on November 30, 2016, 06:10:35 pm
By the rest, I mean the rest as implemented here (as per today): https://github.com/Bladum/OXCE-Bladum
Title: Re: Bladum's ideas compilation
Post by: Solarius Scorch on November 30, 2016, 06:31:11 pm
By the rest, I mean the rest as implemented here (as per today): https://github.com/Bladum/OXCE-Bladum

Thanks. I thought so too, but was hoping there's a human readable list somewhere (I mean, relevant to the commit).
Title: Re: Bladum's ideas compilation
Post by: Meridian on November 30, 2016, 06:39:06 pm
Well, I didn't check, but Bladum has updated the Workbook with progress too... it's probably in sync or close to it.
Title: Re: Bladum's ideas compilation
Post by: bladum on November 30, 2016, 10:13:31 pm
it is in sync :)
Title: Re: Bladum's ideas compilation
Post by: Arthanor on November 30, 2016, 10:42:50 pm
I like the idea of wind effect, but I'd have to check how it actually looks. Also quite like the base defence stuff. Base defence facilities could benefit from more variation, and damaged aliens showing up after defence fired has been a recurring request. Honestly, base defences battles are boring given that the AI is too dumb to breach and clear so it ends up being you breaching and clearing the hangars. So anything to make the battles less tedious (like starting with hurt aliens) is fine by me. It's not like you were going to lose that base, was it? (unless it's some form of crazy MC - psi vision ethereal, but that's also boring and it's frustrating so...)