aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Finnik

Pages: 1 2 [3] 4 5 ... 33
31
OXCE Support / Re: [Solved] Multiple craft maps
« on: August 19, 2023, 04:34:52 pm »
I am trying to make an X-Com craft with multiple maps (to be selected at random - same as with UFOs), but the game doesn't cooperate.

Code: [Select]
crafts:
  - type: STR_MY_STARTING_BUILDING
    (...)
    battlescapeTerrainData:
      name: ATRIUM_DEFENSE
      mapDataSets:
        - BLANKS
        - ROADS
        - URBITS
        - URBAN
        - FRNITURE
        - BATHBITZ_HT
        - TAVERN
        - CAFEENTRY
      mapBlocks:
        - name: D_ATRIUM_DEF
          width: 20
          length: 20
        - name: D_ATRIUM_3_DEF
          width: 20
          length: 20

When I do this, the game doesn't load. When I delete any of these two mapBlocks, it loads fine.

Is my syntax wrong, or is it simply impossible to do so with a craft?

if that's applied with specific craft from mapScripts, I think the best way to play around it - make a several different crafts (if you want very different buildings), and make mapScript to choose one (like we do with addLine commands, for instance).

32
Suggestions / Re: SCP foundation mod to openxcom
« on: August 19, 2023, 11:45:13 am »
Bases and items:
1/ Separate stores for separate item types - ESSENTIAL;
2/ Reappearence of enemies in missions if the player lost base, where they've kept;
3/ Two-layers base builidng;
4/ Removing items from stores via events - ESSENTIAL;
5/ Items with expiration time - ESSENTIAL;
6/ Checking item's storage volume for events triggering - ESSENTIAL;
7/ Interchangeability of items in recipes - ESSENTIAL.

Interception:
8/ Separate craft classes for hangars - ESSENTIAL;
9/ Dependance of crafts maintenance cost from usage frequency;
10/ Restriction of UFOs trajectories by land-only or sea-only.

Reputation - ESSENTIAL:
11/ A variable that could change depend of player's actions, blocking and unblocking something in dependance of it's value;
12/ Dynamic relations between factions when they're able to fight with each other or make an alliances against other factions or player.

Global variables:
13/ Tension - this variable reprsesnts global worry, concern and anxiety among the people. The more weird stuff happens in the world - the more people start to think that something wrong is going on, which could trigger events, missions etc. - ESSENTIAL;
14/ Influence - in-game currency that spends of various recipes, events and generally helps player gain benefits or simply keep situation under control - ESSENTIAL.

Geoscape:
15/ Ability to place FOBs - mini-bases on globe with one or two unique fuctions and a custom markers for those - ESSENTIAL;


Battelscape:
16/ Enemy-less missions where you should find and retrive something before times up or complete any other task not tied to enemies killing..

Ui:
17/ Text scrolling in common Pedia articles (without scroll UI). This will help not only to the SCP mod but generally in localization of mods. You wouldn't crop translation text to fit it into screen if you can scroll it down a bit - ESSENTIAL;
18/ Hyperlinks for Pedia articles. Link is not shown until topic is opened.

I would say for FtA fork:
1/ I would never do anything like that personally, the whole game code architecture is against it. To do so, it should be done like in nucom (xcom2 for instance), but then modding would be more a coding, like it is there...
2/ Not interested
3/ bah, that's tempting. I'm not quite sure if I will manage, but I dislike the current game design. Stay tune =)
4/ doable, I want it too, but if it's in OXCE backlog, I'll wait, as I'm quite sure it will be done there in a different way than mine, so it will be a mess to merge...
5/ same, as items do not exist on their own in geoscape...
6/ ugh, more event triggers... =)
7/ same as Meridian answer
8/  :-X
9/ not interested unless you can show me how it helps FtA gameplay
10/ Actually, @Meridian, I would not say it is IMPOSSIBLE, although I quite understand that it is extremely hard compared to just usual messing with existing classes - RTS pathfinding do the job, for instance. I kinda tried to look at the math part, but my brain is too small for that =) But I feel there were tasks compared to this, like globe rendering or voxel calculations. I think, if TFTD devs would not be so lazy to do that in the first place, it then would be a part of OXC project too...
11/ easy and quite possible already - with custom counters. But I think for SCP it has to be done with some own UI, like it is done in Phoenix Point or XCOM 2, and it's kida not fit OXCE project philosophy (at my point, but it's not me who decide that).
12/ not interested
13/ done for FtA =)
14/ not interested. Also, @Meridian - why "Absolutely not if it has any influence on Battlescape"? We take stuff from geoscape in briefing to define it in BattlescapeGame, like shade and depth, what's wrong with that? Just curious.
15/ I think, you mean not something like bases, so, say, WH40k mod solution would not fit your ideas. I have pretty same vision for FtA, so I will do something like you want for FtA lategame.
16/ done in FtA with a lot of examples  ;)
17/ was not @SupSuper done something like that before? I also hate frame sizes from time to time because Russian text takes like 20% more space. Although, other games suffer it also quite often...
18/ also no

I'm merging OXCE new stuff to my fork, so it might help you =)

33
OXCE Suggestions Archive / Re: SkyUI at Skyrim SE for our great OXCE
« on: June 10, 2023, 02:33:11 pm »
Some base scape states are so overfilled with UI items, for some FtA features I sometimes had to do a lot of effort to squeeze a new one into an existing state. The basic limitation for OXC UI is 320x200 resolution. Your post shows the general idea to show a lot more info in UI, but don't you think that OXC/OXCE devs already thought for years about improving current UI?
If you have good ideas - share some sketch, that would respect resolution limitation and minimal text size. For prototyping FTA's UI I use Draw.io, it is very handy, as I can set up pixel perfect prototype, that I can use in coding. Here are some examples - https://drive.google.com/file/d/12sZsX2CRzK7bA8kr8cZ5eTRbiuOkBZLW/view?usp=sharing
Using this, I code new UI like this one:

34
OXCE Wishlists / Re: memmaker's wishlist
« on: May 26, 2023, 02:02:04 pm »
Code: [Select]
# - Ability to change the map from scripts

Any insight towards this? I wonder, if not with YS, but is it ever doable without losing your mind to actually change the map after it's generated? I mean, now tiles only can alter to either door mechanic, or death mechanic, and that's it. There is now way to slap another, say, craft map block without making tons of checks to not clip tiles and units. Or maybe I'm just too scared to attempt?   ;D

35
lol, storing SaveBattleGame as a persistent object to load it back after debriefing happens sounds like a crazy idea, coding it might release the Kraken =)
I personally would never attempt to do anything towards it

36
This means that covert operations in FtA are done as is, documented and do not have anything major in backlog. Although, it does not work like in first post, but initial motivation in design was pretty much the same.

37
Yeah, I have a feature like this fully implemented :)

38
Yeah, having something like combat scars system, or damage from XCOM 2 LWoTC would be cool, and geoscape soldier tags are the best place to use it.
AFAIK, in current realizations there is no way to use geoscape soldier tag other than battlescape long-term effects.

39
OXCE Suggestions DONE / Re: [Suggestion] Spawn Craft on Research
« on: April 02, 2023, 12:08:51 pm »
Well, if I understand how states works in OXC, it could be a problem. All event logic is processed after event popup window was opened. I'm not sure, but I think it is impossible with current solution to "suppress" event window popup if it fails it's game logic and should not be opened - even if we close it with code, it still will have some visible animations.
Because of that my initial solution was to put all event processing logic into event save game entity (like, say, alien missions work), not to state - its logic would decide, if we even need a state, or the event would be hidden.
Btw, this is not the only case - in my project I need some events to be processed with the game without noticing the player, like toggling some researches-triggers for campaign. Although, arc scripts could help, but they are processed monthly, thus not very agile to me.
Also, that would help with removing item from the base. Like something happened with alien artifact you found in UFO crash site if the player would not research it ASAP. Adding logic to interrupt the event if we don't have the required item in any of our bases before window popup would help to solve the problem.

Not like I'm arguing here to make some changes, as I can do that for my fork personally; just wanted to know what do you guys think about it, AFAIK some other modders would also like to have such feature.

40
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 4.1.0
« on: March 31, 2023, 11:43:17 am »
Yeah, I agree that is cheesing, not a bug any close. But I've seen it on streams and also, TBH, used it in XCF a couple of times - when wounded not very bulky enemy walked away, you can be pretty sure it will stun itself in a several turns.


Although, enemy healing is a kinda frustrating, so it should not happen really often. In turn, it can be a surprise for the player when the enemy decides to heal up instead of shooting.

41
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 4.1.0
« on: March 31, 2023, 11:05:32 am »
Probably I missed that, or may be not, but I will ask - have you considered letting the AI use medkits from inventory to heal wounds if any? In many mods, XCF for instance, you ccan deal with enemies by letting them bleed out even if they have a medkit.

42
OXCE Suggestions DONE / Re: [Suggestion] Ladders / climbing
« on: March 29, 2023, 09:24:11 am »
Thank you! Looking forward to seeing it in a release version!

43
OXCE Support / Re: Modding master mods.
« on: March 29, 2023, 08:53:32 am »
After Yankes implemented loops in y-scripts, I don't see any practical reasons to change it to Lua from modding perspective. It would be a huge time investment and I don't see the goal for that but to change scripting syntax. Would be much better to invest that time to expand y-script API with more gesocape hooks.
Also, I don't see a point - if "there could be only one", then what about backwards capability? Lots of mods are using y-scripts.
About syntax - yes, it can be intimidating, but you can use to it. Also, there is an extension made by Pedro to highlight y-scripts code, witch is very helpfull.

44
OXCE Suggestions DONE / [DONE][Suggestion] Ladders / climbing
« on: March 21, 2023, 01:04:59 pm »
[Suggestion] Gravlift not only for floor tiles
----------------

While creating a level design for my craft, I faced with a code vs. design problem - I wanted to make a side ladder to deploy troops from the hatch of the craft, but in order to make a ladder I actually must define it not in object (ladder), but only for the floor tile type.
I know, currently modders live with that, but I don't think it is very good:
1) If the ladder tile was destroyed, but floor tile is ok - gravlift will still "magically" (for the player) works.
2) As a modder, I need to define floor image, as craft map will replace floor tile of the landing zone's floor tile, which is not very good - I want my craft ladder even don't touch the ground with keeping original landing zone tile as is.

I looked at the code, but was a bit confused - it looks like a simple check in gravlift code for working only with floors. I altered it, but it turns to be not working. Also, this tile engine part is still very scare to me to touch, and I have no idea why this restriction was originally placed.
You might want this change in OXCE, as such gravlift ladders appear in different mods, but if you don't - an advise for implementation of such a feature would be also super appreciated.

45
OXCE Suggestions OK / Re: [SUGGESTION]Custom Hangar/Craft types
« on: March 17, 2023, 06:39:40 pm »
So here it is. Now you can assign a "type" to hangars and crafts, so only crafts with the same "type id" than hangars can be allocated there.
I maintened some of the former features: having more than 1 craft per hangar; giving coordinates to draw crafts over hangar sprite (mandatory only if more than 1 craft), and select different crafts at the same hangar in Baseescape.

Nice work (although I judge only demo video, as I have not looked through the code yet)!

The minor issue with that is a base info state with only one bar for crafts, the player would not be able to know how many slots of what type he or she has used/free. Btw, the same problem with prison type. But I don't have a solution here except overhauling base info state UI, so just saying.

Pages: 1 2 [3] 4 5 ... 33