OpenXcom Forum

Modding => OpenXcom Extended => OXCE Suggestions DONE => Topic started by: luke83 on January 01, 2019, 09:42:54 am

Title: [DONE] Luke83 wishlist (more armor transformations, sell price coefficients)
Post by: luke83 on January 01, 2019, 09:42:54 am
More armor transformations: https://openxcom.org/forum/index.php/topic,6785.msg108311.html#msg108311

Sell price coefficients: https://openxcom.org/forum/index.php/topic,6785.msg135883.html#msg135883


Hello, 6 points i would like some feedback on:

1) - Can we have a way to force Aliens to pickup weapons if they dont have one (My Zombie problem)

2) - If i have several Factions in the ruleset, can we have the game pick X amount of factions randomly ( but perhaps with some groupings to ensure correct mix) to bring in game when "New game" is started OR am i best to create each faction as a separate ruleset and and have the player turn on which Factions he wants to fight ( obviously if the game does it, the player wont know who he is up against so this would create a different game every time)

3) - Sell Price,  Can we have adjust the Sell Price based upon difficulty level selected EG: Beginner - you sell everything at Sale price listed in ruleset * 1.4, on  Ironman mode you sell everything at price listed in Ruleset *0.4.

4) Linked to above question, can we vary the prices of items each month for both buy and sell By setting a price Range, each month the black market would change thus affecting your buy/sell prices

5) as per the below ancient post from Warboy1982, can we add a 4th group that is hostile to both Xcom and Aliens at the same time: https://openxcom.org/forum/index.php/topic,280.105.html  - Note: if point 6 ever go implimeted, this could change how this group works on a mission by mission basis.

6) Could some basic diplomacy function be implemented into the game so factions can track scores ( separately to council) and either align them selves with my faction or leave my faction? also some factions would need to HATE another faction so if i align with Faction A i can never align with Faction B or vice versa. Was hoping to have a separate button in Basescape where this could be modified instead of controlling this with research.
Title: Re: [Requests & Guidance] OXC - Factions
Post by: krautbernd on January 01, 2019, 02:40:23 pm
I'm not quite sure what you mean when you refer to 'factions' - do you mean countries? Because as far as i can tell factions as such don't exist in the game - the only grouping along the lines you're probably thinking of that exists in the game are the three sides that exist solely in the battlescape - xcom, aliens, civilians. Which directly relates to your point 5, and iirc the groups are fixed and can't be expanded without rebuilding the engine.
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Solarius Scorch on January 01, 2019, 03:18:23 pm
1) - Can we have a way to force Aliens to pickup weapons if they dont have one (My Zombie problem)

You can't force them, they just sometimes do it when you're not looking.
I think this is basically to limit the player's potential to lure aliens to open ground or something like that. I am sure this can be done better though...

2) - If i have several Factions in the ruleset, can we have the game pick X amount of factions randomly ( but perhaps with some groupings to ensure correct mix) to bring in game when "New game" is started OR am i best to create each faction as a separate ruleset and and have the player turn on which Factions he wants to fight ( obviously if the game does it, the player wont know who he is up against so this would create a different game every time)

Sorry, I don't get it either. Are you talking about alien races, and ways to randomize them?

3) - Sell Price,  Can we have adjust the Sell Price based upon difficulty level selected EG: Beginner - you sell everything at Sale price listed in ruleset * 1.4, on  Ironman mode you sell everything at price listed in Ruleset *0.4.

No, but perhaps such a global variation could be added.

4) Linked to above question, can we vary the prices of items each month for both buy and sell By setting a price Range, each month the black market would change thus affecting your buy/sell prices

Apoc style market is a much more complex thing. Possible with some work, I suppose - but it's not trivial.

5) as per the below ancient post from Warboy1982, can we add a 4th group that is hostile to both Xcom and Aliens at the same time: https://openxcom.org/forum/index.php/topic,280.105.html  - Note: if point 6 ever go implimeted, this could change how this group works on a mission by mission basis.

Not doable without a major rewrite of everything. So, no.

6) Could some basic diplomacy function be implemented into the game so factions can track scores ( separately to council) and either align them selves with my faction or leave my faction? also some factions would need to HATE another faction so if i align with Faction A i can never align with Faction B or vice versa. Was hoping to have a separate button in Basescape where this could be modified instead of controlling this with research.

Such scenarios can be realized with clever tech tree (where alliances are researches, and they are mutually exclusive).
Title: Re: [Requests & Guidance] OXC - Factions
Post by: The_Funktasm on January 01, 2019, 03:59:01 pm
That fourth faction would be great for otherwise discussed "rouge XCOM" scenarios.
Title: Re: [Requests & Guidance] OXC - Factions
Post by: krautbernd on January 01, 2019, 05:26:45 pm
What the hell is wrong with you?
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Meridian on January 01, 2019, 07:18:40 pm
1/ Not available at the moment... I can put it on todo-list.

2/ I don't understand.

3/ Not available at the moment... I can put it on todo-list.

4/ Meh, insignificant fluff... xcom is not about this. Unless you REALLY need it for a non-xcom-related total conversion, I'm not interested.

5/ A frikkin' major rework of everything... I already rejected this as not possible, see: https://openxcom.org/forum/index.php/topic,6498.0.html

6/ goto 5/
Title: Re: [Requests & Guidance] OXC - Factions
Post by: luke83 on January 01, 2019, 10:01:43 pm
1/ Not available at the moment... I can put it on todo-list.

Sweet ;D

2/ I don't understand.
So i have not looked into the how the Rulesets work for these yet but i assume, you create races -> You assign races to mission types -> You set appearance ration for each race base upon months, mission type Etc Etc... So let assume i create 10 separate factions ( a faction is a completely separate army, from alien grunt to alien leadership), right now if i bring all these in the normal way into my game they will all appear at some point based upon the above mentioned appearance ratios. My suggestion is a way to limit how many is brought into each playthrough. So when you start a New game, from that 10 factions, the game discards 4 of them and only uses the other 6, so for the player, he will only ever fight that 6 factions. The next time he starts another new game, the game would pick another 6 factions ( some may of been in the game the first time round, some may be some new ones)... My goal with the Mod i am working on is to make every playthrough feel a little different from which factions you fight against to which weapons you discover in game y limiting what units you fight and what weapons you are allowed to research.


3/ Not available at the moment... I can put it on todo-list.
Sweet ;D

4/ Meh, insignificant fluff... xcom is not about this. Unless you REALLY need it for a non-xcom-related total conversion, I'm not interested.
This is not critical at this stage, if in 12 months my Mod desperately needs this to simulate Black market than i will show you my work and ask again, for now you can ignore this one.


5/ A frikkin' major rework of everything... I already rejected this as not possible, see: https://openxcom.org/forum/index.php/topic,6498.0.html

6/ goto 5/
A little unfortunate but i will just have to work around it. It was these question that made me think, should i switch to OpenApoc or stay with OpenXcom, i have stuck with OXC because i already have my Expanded UFO, Pyramid UFOs built and bringing in TFTD units/craft is easy to do, i hope i can still make this nice without this function, time will tell  ;).

posts merged; please don't do this

I'm not quite sure what you mean when you refer to 'factions' - do you mean countries? Because as far as i can tell factions as such don't exist in the game - the only grouping along the lines you're probably thinking of that exists in the game are the three sides that exist solely in the battlescape - xcom, aliens, civilians. Which directly relates to your point 5, and iirc the groups are fixed and can't be expanded without rebuilding the engine.

I am building a Alien Civil War Mod:
https://openxcom.org/forum/index.php/topic,6784.0.html

The Aliens breakdown into separate FACTIONS and fight against each other, you will be one of these factions also.

Now i cant create a TRUE alien war (since there is only Humans/Aliens/Civilians) but i can script missions to simulate something along these lines. I had thought about just doing this in OpenApoc because of the Diplomacy function is built in there but i thought i would try to build it here instead so i could leverage all the work i have done over the years modding.
Title: Re: [Requests & Guidance] OXC - Factions
Post by: davide on January 06, 2019, 01:59:29 pm
I suppose that Robin could appreciate it too  ::)
Title: Re: [Requests & Guidance] OXC - Factions
Post by: luke83 on January 08, 2019, 10:55:37 am
More guidance required...

Is it possible to have different alien stats for when they are on land and when they are in the water? Also would need this for human units...

Is this possible with current build?
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Solarius Scorch on January 08, 2019, 10:58:57 am
More guidance required...

Is it possible to have different alien stats for when they are on land and when they are in the water? Also would need this for human units...

Is this possible with current build?

No, unfortunately not. You need to set separate races for underwater/land missions.
A potential solution might be applying the armour transformation feature to enemy units, not just player units... But I have no idea how viable it is code-wise.
Title: Re: [Requests & Guidance] OXC - Factions
Post by: luke83 on January 08, 2019, 11:08:34 am
i am happy to have 2 separate entries for them if required, i just need to know the game is smart enough to workout the Sectoids crashed there ships in the ocean so now they are even more crappy than usual :)
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Meridian on January 08, 2019, 11:39:22 am
armor transformation for aliens/civilians can be added
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Solarius Scorch on January 08, 2019, 12:45:47 pm
armor transformation for aliens/civilians can be added

Then please consider it my request... It would be very useful to me.
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Meridian on January 08, 2019, 11:47:56 pm
Done.

armorTransformations now apply to:
- xcom soldiers
- aliens
- civilians
- units spawned from items (only hostile and neutral factions)
- converted units (e.g. zombies), always hostile

Does not apply to:
- xcom vehicles (HWP/SWS)
- units spawned from items (player faction)
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Solarius Scorch on January 08, 2019, 11:51:24 pm
Fantastic.
Thank you!
Title: Re: [Requests & Guidance] OXC - Factions
Post by: luke83 on January 16, 2019, 10:14:31 am
Fantastic.

And thankyou Solarius, since you updated your mod so quick, you are making it easy for me to work out what i need to do to add this to my own map :)

Question,
 Is it possible to Kill creatures if you dont want them underwater ( like common humans) ???
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Meridian on January 16, 2019, 10:30:42 am
How about not adding them in the first place.
Title: Re: [Requests & Guidance] OXC - Factions
Post by: luke83 on January 16, 2019, 10:45:14 am
How about not adding them in the first place.

i have not looked at that part of the code yet ( remember i have been doing rulesets for 2 months only) but if there on a UFO that crashes into the water wouldnt they be there?
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Meridian on January 16, 2019, 10:47:29 am
yeah, for UFOs it will be more complicated, I thought about mission sites
Title: Re: [Requests & Guidance] OXC - Factions
Post by: luke83 on January 16, 2019, 10:51:58 am
yeah, for UFOs it will be more complicated, I thought about mission sites

Also i now have water polygons on my globe,they are specified as :
globe:
  textures:
    - id: 13,14 & 15

I assume SOMEHOW a crashsite will need to do a check if its underwater or not and determine who to spawn.
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Solarius Scorch on January 16, 2019, 03:05:37 pm
Is it possible to Kill creatures if you dont want them underwater ( like common humans) ???

I did it the crude way: since I don't have diving suits for X-Com dogs (which would be pretty useless anyway), I put a warning that dogs will die underwater and made an armour transformation which changes the dog's armour into a similar one but this part added:

Code: [Select]
    recovery:
      health:
        flatHundred: -0.2

This kills the dog quickly and not very humanly. :P
Title: Re: [Requests & Guidance] OXC - Factions
Post by: luke83 on January 24, 2019, 10:10:15 pm
Is it or would it be possible to generate a crash site mission when xcoms craft are shot down? All the crafts in my mod will be based on ufo tech so if the aliens ufos cn crashland the xcom ones should be able too also.
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Meridian on January 24, 2019, 10:12:20 pm
And what would the crash site do?
Title: Re: [Requests & Guidance] OXC - Factions
Post by: luke83 on January 24, 2019, 11:23:57 pm
I would have a random Selection of soliders that survived the crash, mostlikely controlled as civilian as they are all Confused and stuff, and i would have the aliens land trying to exterminate any surviving soldiers.

Just as a idea instead of lossing everyone instantly.
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Meridian on January 24, 2019, 11:29:51 pm
I would have a random Selection of soliders that survived the crash, mostlikely controlled as civilian as they are all Confused and stuff, and i would have the aliens land trying to exterminate any surviving soldiers.

Just as a idea instead of lossing everyone instantly.

You don't lose people when shot down by a HK by default, configurable.

When not fighting HK, you can just abort.
Title: Re: [Requests & Guidance] OXC - Factions
Post by: Meridian on January 23, 2021, 12:03:55 pm
3) - Sell Price,  Can we have adjust the Sell Price based upon difficulty level selected EG: Beginner - you sell everything at Sale price listed in ruleset * 1.4, on  Ironman mode you sell everything at price listed in Ruleset *0.4.

Added.
Numbers are in percent.

Code: [Select]
sellPriceCoefficient: [200, 100, 80, 60, 40]
Title: Sellprice vs manufacturing costs
Post by: Varana on April 06, 2021, 02:22:58 am
sellPriceCoefficient :

I like the idea of selling loot at higher levels for less money.  :D
It is a serious design bug of OXC, that higher levels get more and better loot at the beginning of the game and so have an easier economic start than the beginner levels do.

But I calculated this sellPriceCoefficient for popular manufacturing goods, like STR_PWT_CANNON and STR_GAUSS_CANNON or even STR_PARTICLE_DISTURBANCE_SENSOR in TFTD. Most of the sell price is production cost (workers, building, material). If the sell price changes 10% up or down, the effect is enormous.

Maybe that problem could be solved with something like
  sellPriceCoefficient: 100
or
  sellPriceFixed: true  #default false
written to the item to overwrite/deactivate the global sellPriceCoefficient settings for selling this item. Then manufacturing for money could be the same for all difficulty levels.

And this could be useful for Items with a price fixed by the story, too. If the artifact text says "this jewelring is worth 777$", this should probably not change depending on difficulty level.
Title: Re: [DONE] Luke83 wishlist (more armor transformations, sell price coefficients)
Post by: hellrazor on March 07, 2024, 09:39:09 pm
sellPriceCoefficient:

I was trying to use the current implentation of sellPriceCoefficient and I was running into the exact same problem as stated here:
sellPriceCoefficient :

I like the idea of selling loot at higher levels for less money.  :D
It is a serious design bug of OXC, that higher levels get more and better loot at the beginning of the game and so have an easier economic start than the beginner levels do.

But I calculated this sellPriceCoefficient for popular manufacturing goods, like STR_PWT_CANNON and STR_GAUSS_CANNON or even STR_PARTICLE_DISTURBANCE_SENSOR in TFTD. Most of the sell price is production cost (workers, building, material). If the sell price changes 10% up or down, the effect is enormous.

Maybe that problem could be solved with something like
  sellPriceCoefficient: 100
or
  sellPriceFixed: true  #default false
written to the item to overwrite/deactivate the global sellPriceCoefficient settings for selling this item. Then manufacturing for money could be the same for all difficulty levels.

And this could be useful for Items with a price fixed by the story, too. If the artifact text says "this jewelring is worth 777$", this should probably not change depending on difficulty level.

I can adjust the Sellprices but this largely effects the manufacturing money making machine I balanced the economy in Hardmode Expansion around.

May I suggest to add a nested list, of Items to which the sellPriceCoefficient should be applied to?
Code: [Select]
sellPriceCoefficient: [100, 85, 70, 60, 50]
sellPriceCoefficientAffectedItems:
  - STR_PLASMA_PISTOL
  - STR_PLASMA_RIFLE
  - STR_HEAVY_PLASMA
  - STR_MIND_PROBE

All other Items would still have their fixed price, and if the list is empty (as by default), then the sellPriceCoefficient would be applied to all available items.

This would this awesome feature for me exactly the thing I need to balance the economy in Hardmode Expansion for lower diffciulty levels (my goal is to enable players to also enjoy lower diffciculties, in case they wanna do so.)
I basically only want to have the sellPriceCoefficient effect collectable loot from aliens.

Hope this is going to be heared, you guys are awesome :)
Title: Re: [DONE] Luke83 wishlist (more armor transformations, sell price coefficients)
Post by: Ethereal on March 08, 2024, 09:20:54 am
hellrazor, I completely agree, but it would be better if such a modifier for the sale and purchase price, depending on the difficulty level, was a property of the item itself. That is, there is a global modifier “sellPriceCoefficient”, and there is an individual modifier in the item itself. Plus "buyPriceCoefficient".
Title: Re: [DONE] Luke83 wishlist (more armor transformations, sell price coefficients)
Post by: hellrazor on March 13, 2024, 06:00:59 pm
hellrazor, I completely agree, but it would be better if such a modifier for the sale and purchase price, depending on the difficulty level, was a property of the item itself. That is, there is a global modifier “sellPriceCoefficient”, and there is an individual modifier in the item itself. Plus "buyPriceCoefficient".

As long as I can set it up so only a selections of Items gets the "sellPriceCoefficient", I would not mind this solution either.

It would really help to make the economy in Hardmode Expansion (https://mod.io/g/openxcom/m/hardmode-expansion) more balanced for lower difficulties and the Mod can move on to become basically something like the Long War Mod for Nucom, just for the Original game :)