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31
Suggestions / Re: Making the alien mindprobe useful for the aliens?
« on: July 23, 2013, 02:14:08 pm »
It'd be really cool to make the aliens have an (increased?) element of randomness to their estimations of the player's value when they don't have a conscious alien with a mindprobe. So essentially they'd have better data, and thus seem slightly "smarter" while their proby aliens were still up, and when you knock out a mind probe, their AI gets a bit fuzzier, because they don't have their commander whispering your secrets to them through the psionic link. :)

32
I've got this mission, my squad vs a single Muton, and at some point crested a hill with the last of my TUs only to get reaction fire sizzling through my hair.
Next turn however, I only got a single auto-shot volley - then the green guy just stood there, apparently waiting for me to make a move so he could shoot via more reaction fire instead of using his TUs to kill what he could already see. This seems a little too nice...

There was a bug (I think it's still in the "stable" version) where we accidentally had soldiers reserving the amount of TUs that commanders should, and vice versa. If you're up-to-date on the nightly builds this is gone now and low-ranked soldiers should spend more TUs in their turn, and thus reaction fire less.

33
Programming / Re: How to code the AI
« on: July 23, 2013, 02:02:10 pm »
Just remember that if you're introducing randomness to the AI it should seed in a way that's reproducable in battlescape saves, so we can reproduce bugs still. :)

34
Suggestions / Re: Suppressive Fire
« on: July 23, 2013, 01:58:21 pm »
There's a Suppression System like that in the Jagged Alliance II 1.13 mod. It works in a similar fashion to what you are suggesting.

-Just whizzing past Characters would be enough. The bullet doesn't have to hit anything to cause Suppression.
-Suppression causes damage to Action Points and Morale for each bullet that passes by Characters.
-Experienced Characters are more resistant to Suppression and more likely to go crouching/prone to decrease the attacker's chances to hit.
-When a suppressed Character's Action Points and Morale go beyond zero, they will be "Cowering" and loose their next turn entirely.

There are more things it does but I don't quite remember. I think it also reduces a Character's line of sight cone more and more until the Character is left with a "Tunnel Vision" condition that will slowly go away when not under fire.

It would also be quite cool if you could force units to spend TUs to kneel by supressing them. ^_^

35
Troubleshooting / Re: Elerium issue
« on: July 23, 2013, 01:41:49 pm »
We really just need to feature-freeze again and release a 0.9.1 version quickly if we're holding the 1.0 stable for TFTD support...

36
Work In Progress / Re: is modding reaction mechanics possible?
« on: July 23, 2013, 01:40:03 pm »
I'd really like to work in an optional suppression mechanic at some point that would impact reaction fire, when I'm a bit less busy and feel able to code.

37
Programming / Re: Many bases with many workshops
« on: July 20, 2013, 06:20:56 am »
We could do it as a text button to the right, and do a popup menu with your base names showing as options?

38
Open Feedback / Re: What defines openXcom 1.0?
« on: July 20, 2013, 06:19:18 am »
It's doable ;) We can make 0.9.0.1, 0.9.0.2 etc ;) Basically add 4th number and increment every build ;)

Right, I think the issue was that you'd have to manually increment the revision number each time you push a new build.

39
Open Feedback / Re: What defines openXcom 1.0?
« on: July 19, 2013, 04:03:13 pm »
It's a shame Git doesn't have revision numbers, or every nightly build would have a new version. :P

And we'd currently be playing 0.9.73, or something. :D

40
Offtopic / Re: The human races explained?
« on: July 19, 2013, 04:00:30 pm »
There are four soldier looks: Blonde, Brown-hair, Asian and African.

They are randomly chosen, although I believe someone recently tied them to the nationality.

Yeah, that was me, with some help from Warboy. I got a bit tired of the namefiles throwing out completely random looks, so we'd have european-looking soldiers wandering around with Chinese names, a 25% chance that russians would be black when in reality they're a sub-1% minority, and so on. :)


I actually went reasonably in-depth to do this, too.
Each default namefile now has four values listed under lookWeights (in the order of the integer determining which look is which, so Blonde European, Brown European, Asian, and African looks) to weight how likely each given soldier is to be a certain look. For countries that don't fit neatly into any of the four looks, I approximated data based on skintone. (so some places that have paler brown skin will use the asian look despite looking very different to the paperdoll, and other places with darker brown skin will use the african look, despite also having differences there) I've used real demographic information where available. This should decrease the incidence of, for instance, Russians of african descent, down to more realistic probabilities, so soldiers with odd ethnicity-name mixes can still show up where we allow for them.

It also has some smart handling where if you fail to give the right number of values it defaults any omitted values to 2 and ignores any extra values. (this should make the code play nice with mods when we plug in the ability to add more looks, we just need to unhardcode the number 4 for that)

Because there's no weighting of which namefile to choose, however, it did have the side-effect that suddenly you had a BUNCH more white soldiers, seeing we have a ton of european namefiles. Hence why I also added a few more african namefiles and a korean one just after I did that PR.

If I wanted to be really clever I'd add some code that would attach namefiles to a funding country, and then would weight the namefiles based on their proximity to the base you're hiring at, but that would be a lot more work, the system is probably sufficiently organic as it is.

41
Suggestions / Re: Male/Female
« on: July 19, 2013, 03:47:14 pm »
With all the new names from unfamiliar (to me) regions of the world I simply don't know if a soldier is supposed to be male or female until I see them on the field.  I'd rather see a M/F indicator somewhere on their stats screen so that when I do rename them I'm not trotting out a female renamed Frank or a male named Felicity.  Of course, if there were a way to see their appearance before getting into a fight that'd be good too.

Yeah we had a mockup soldier screen redesign at one point that would show you that info...

42
Work In Progress / Re: Mods active in Save?
« on: July 15, 2013, 01:04:54 pm »
Or even better, just have the save check if you still have the ruleset names installed for the enabled mods and automatically swap them in while playing that game, and see if it loads properly. Means that we need unique names for our rulesets but should be reasonable.

43
Offtopic / Re: What's with the line of equipment icons anyway?
« on: July 15, 2013, 12:49:37 pm »
It's probably reasonably useful in terms of figuring out whether you have too much equipment loaded for the amount of soldiers you're taking, or too little. Also stops you from sending soldiers without ANY equipment. :)

44
Fan-Stuff / Re: Tactics to survive early games
« on: July 15, 2013, 12:35:51 pm »
Motion Scanners and Medikits are more profitable than laser weapons (until you get the cannon).
https://www.ufopaedia.org/index.php?title=Manufacturing_Profitability

Granted, but you may want to research lasers early to at least get laser pistols online so that you can do some reasonable damage to early aliens.

45
Work In Progress / Re: Adding New Image Files
« on: July 07, 2013, 03:41:36 am »
You're also using some .gif files- last time someone had unsupported image they switched them to PNGs and suddenly the error dropped.

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