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Messages - 0xEBJC

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46
It would be a helpful feature for mods to configure facilities to have the ability for specific other facilities to upgrade over them without affecting what they currently provide to the base, vs build over them.

The 'buildOverFacilities' options seams to stop the previous facilities provided resources, for example build over the HQ with the Virtualized HQ, I loose the lab capacity.


Example of desired outcome:
Code: [Select]
  - type: STR_GENERAL_STORES
    canBeBuiltOver: true
    allowableUpgradeOverFacilities:
      - STR_GENERAL_STORES_2
      - STR_GENERAL_STORES_3


So upgrading building a large or huge storage facility over a regular general stores would allow the base to still have the 50 storage space of the general store while the new facility is being upgraded over top.  But, I i built a Hangar over the general stores then I'd loose the storage space during the new build time because the Hangar isn't in that list.

47
ok, so if this became a feature then maybe it would have to be a melee weapon property? for weapons like spears, stun rods, etc, but not for knifes, clubs, etc or very minimal. or maybe even a vertical melee coefficient?


Spear
Code: [Select]
VirticleMeleeAttack:
  enabled: true
  upDamageModifier: 0.75
  upAccuracyModifier: 0.75
  downDamageModifier: 0.3
  downAccuracyModifier: 0.1

Knife
Code: [Select]
VirticleMeleeAttack:
  enabled: true
  upDamageModifier: 0.2
  upAccuracyModifier: 0.25
  downDamageModifier: 0.05
  downAccuracyModifier: 0.05

Wooden Club
Code: [Select]
VirticleMeleeAttack:
  enabled: false
 



48
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 25, 2024, 08:40:42 pm »
It didn't empty their inventory permanently, after shooting down an aquatoid ship over land and directly entering battle the soldier had the new test armor I added, but their inventory was empty, I'm guessing some issues with "allowed items for that battle type" like how if you have guns equipped to a soldier and then they deploy to a beach all the guns go away for that battle. 


For identifying if an unresearched armor could be used in a specific environment I don't think you would need to do any sort of complex udopedia flags...  The easiest ways would be to implement this would be to have a drop down filter in the armor equip menu with the ability to choose environments like dimension-x and then it would only show the armors equippable for that battlescape type, so this would be something complete independent from the research requirements / accomplishments, and would not affect the "mission menu" that only shows researched armors.

49
Which rulset and how would I apply this to one of my base facilities that are 3x3 in size?  Thanks,  I looked at the commit, but it wasn't clear to me.

is this an individual setting for one specific ufopedia page? or a global setting for the mods ruleset?



... figured it out!

Looked at X-Com Files, which had two files constants_XCOMFILES.rul and vars_XCOMFILES.rul rule files which declare a "constants:" section

50
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 25, 2024, 06:26:58 pm »
Also, don't use my Stealth Armours submod, or alter it to use !add. Among other things that don't really work in it as a submod (scripts, mainly), it also lazily overwrites starting conditions. :-[

so for a 'lazy' overwrite is this just something that needs to be worked a lot in the source by the devs, I'm assuming?

I did notice that some oddities in testing, when I directly entered a crash site for aquatoids with my armor using the add! to starting conditions I ended up with the correct armor equipped, but my inventory was complete empty and I had to go around and 'punch' all the enemies.



51
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 25, 2024, 06:20:36 pm »
Actually, only armors with a Ufopedia entry seem to be included. That includes unlocking the right soldier type, usually.

It's a pretty nice if a little cumbersome way to manage the list.

Scrolling is indeed not included. :(


Ok, yeah so I think that is a tough one to consider, as some armors are 'equippable' before they are researched, and you probably don't want to show an 'entire' list of allowable armors for an environment way before a bunch of those armors are researched or even discovered.

Maybe, I think it would be a benefit to somehow from ufopedia page for an armor what it's allowable environments are.. but that may get complicated if you haven't discovered specific environments yet like dimension-x or space, etc.

The solution I'm looking for is how can you tell if an armor will work for an environment 'before' it is researched?  so when equipping it from the armor menu you can guarantee that it will not be auto-replaced when you get to the site location.

Here's my suggestion, and this may need to go into the OXCE suggestions.  When you are at the items menu for adding items to a craft there is a drop down menu that filters items based on 'allowed' or 'categories' like 'labor gear'  I think a good solution would be to have a drop down menu in the armors menu for each 'environment' so even it an armor isn't researched yet you could filter in the armors menu for say 'dimension-x' and it would show you allowable armors in dimension-x even for available armors in the inventory and equippable although not yet researched.  and scrolling would be a nice feature improvement.

52
OXCE Suggestions NEW / [Suggestion] Fire/Melee Diretly Above or Below
« on: March 25, 2024, 05:53:51 pm »
[Suggestion]
Melee an enemy directly above or below, ranged weapon shoot an enemy directly above or below ignoring (gun kata) being enabled.

It would be nice to be able to kill an enemy that's standing on an single elevator blocking the way up or down?  I think this is normally achievable with ranged weapons in classic X-Com settings, but see below where I'm suggesting some changes be considered.

It seams reasonable that you could use a melee weapon to attack directly up? and possibly down?  (maybe at a reduced accuracy as opposed to directly in front, more reduced accuracy attacking down as opposed to up and reduced accuracy would only affect melee and not ranged weapons.)

I couldn't find the option, I'm sure it's enabled in X-Com Files where if you are directly next to an enemy they can block (gun kata) your range weapon.  I would think enemies shouldn't be able to block ranged weapons if you were directly above or below, so if the feature (gun kata) was enabled it would be ignored for shooting directly above or below.

53
OXCE Suggestions OK / Re: [SUGGESTION]Custom Hangar/Craft types
« on: March 25, 2024, 05:38:47 pm »
My implementation of Hangar mods, had this "-1" wildcard already. If rules for crafts didn't have an entry for hangar type, they were automatically assigned a "-1" Id, which corresponds with the default id for vanilla hangar.
This way my OXCE engine version didn't break mods made for official OXCE+ branch.
I'm sure Meridian has special care with compatibility for previous mods, so probably he has in mind a similar mechanism.

First I just want to say thank you! for implementing this as a short term solution! I really appreciate all your work!

The capability I'm looking for is if I have a hangar type -1 (the original 2x2 hangar), automobiles are craft type 1 and aircrafts are craft type 0, I want both to be able be able to go into (the original 2x2 hangar) with a hangar type -1, and if I have a different hangar that is hangar type 0 then only aircrafts could go in there and not automobiles and hangarType 1 only automobiles.  Currently the issues I'm having is where I have a hangar type -1 (the original 2x2 hangar), then I have to set aircrafts to craftType -1 for them to be stored there, if I set aircrafts to craftType 0 then they won't go into hangarType -1.

The code implementation I think would work would be to crate a sum of hayngar types and crafts types

Example:
Garage               = (size 1x1) capacity (1) hangarType (1)
Original Hangar   = (size 2x2) capacity (1) hangarType (-1)
Aerodock            = (size 2x2) capacity (3) hangarType (0)

Base has (0 crafts), (2 garages), (1 original hangar)
Space:
  hangarType 0  = (1 spaces)
  hangarType 1  = (2 spaces)
  hangarType -1 = (1 spaces)

1.) add craftType 1,
       - check hangarType 1 spaces available,
       - if available then count against hangerType 1
       - if no spaces left in hangarType 1, then check if hangarType -1 spaces available
       - if available then count against hangarType -1
       - if no spaces left in hangarType -1, then present GUI error "no craft spaces available"
 2.) add craftType 0
       - check hangarType 0 spaces available,
       - if available then count against hangerType 0
       - if no spaces left in hangarType 1, then check if hangarType -1 spaces available
       - if available then count against hangarType -1
       - if no spaces left in hangarType -1, then present GUI error "no craft spaces available"
follow this same logic for additional hangar types, you's also have to key track of what crafts types are stored in hangar type -1,
for example base has hangarType -1 (space available = 3)
1.) store craftType 0 in hangarType -1,             hangarType -1 (stored spaces = craftTypes [{0, 1}]
     next store craftType 1 in hangar type -1,     hangarType -1 (stored spaces = craftTypes [{0, 1}, {1, 1}]
     next store craftType 0,                               hangarType -1 (stored spaces = craftTypes [{0, 2}, {1, 1}]

when removing crafts from the base, sell or transfer, logic would always check hangerType -1 first and remove the craft from that hangar 1st before removing craftType 0 from hangarType 0 where 2 craftType 0 are being stored, one in hangarType 0, and one in hangarType -1

For backwards compatibility would be that if a hangarType is unspecified for a hangar then it's -1, and if a craftType for a craft isn't specified, then it's -1, and craftType -1 can only go into hangarType -1.


Related Posts
------------------------------
https://openxcom.org/forum/index.php/topic,11590.0.html

54
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 25, 2024, 12:15:49 am »
I'm not sure is this is a X-Com Files issues or a BRUTAL-AI issues.

I'm playing X-Com Files with BRUTAL-AI and found that the following variable doesn't have a text string.  I did notice that when I first loaded BRUTAL-AI that it overwrote some of the default OXC text strings, which is why I wasn't sure what was causing the missing text.

STR_CORPSE_POWER_ARMOR

see attached image.

This was an item I just received after researching the Gillman Hero Corpse.

Also, looks like this is a non-item? sell for $0 and no research options? so just junk?

55
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 24, 2024, 05:11:28 am »
Hey Solarius Scorch,

I'm trying to identify what generates the list of allowable suits for a specific environment that is displayed on the in-game menu?  The main reason I'm asking is I want to update the menu in-game to show any additional armors I add to a specific environment.


For example, dimension x, shows the list in the attached screenshot, but that list is much smaller than the list in the "startingConditions_XCOMFILES.rul" which include sub armors for each type of soldier upgrade, like INFERNAL, SPARTAN, etc. and those are not listed.  I'm working on a submod with some customs suits and added one to the list via override like the following, but it doesn't show up in the list on the screenshot
Code: [Select]
startingConditions:
  - type: STR_DIMENSION_X_GEAR
    allowedArmors: !add   
      - STR_NEW_TEST_ARMOR_UC

When testing in game play and the armor when equipped does in fact work in that environment.  I'm guessing that in this specific case it's because dimension-x has so many outfits that it's below whats being shown?  But also wondering why suits like INFERNAL, etc don't show up?

If that's case maybe I'll suggest a low priority request to update OXCE GUI to scroll the allowable outfits?

Thanks!

56
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: March 23, 2024, 10:19:56 pm »
Version v0.8 issues fixed in v0.81

~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ultrakiroxei
Feb 20, 2024
3 replies
I ran the test and found this: FileRecord:at(TERRAIN/XBASE3.MCD) request file not found. Its from the garage map set.


Reply
0xebjc
TEAM MEMBER
Feb 20, 2024
Just posted fix, new release v0.8.1
- Added missing TERRAIN files
- Fixed missing buildtime Silhouette

Reply
Scavenger_01
Feb 20, 2024
1 reply
Stumbled upon the same issue which can be easily solved, since there is no XBASE3.MCD in any directory, in
- terrains_facilitypack_XCF.rul
add a hashtag # to line 8 - disabling calling nonexistent XBASE3 mapfile
This works fine and solved the problem.
However, there is another thing - in base preview, double left click Access Lift, I can't use the ladder in garage's maptile to climb up to the platform upon it. In Mudranger preview there is no such issue.

Reply
Ultrakiroxei
Feb 20, 2024
(Update) Check the Loft Numbers and Overhead with the Scan G. You might want to add or modify them. This might be the cause of the issue.
(Update) Try modifying the floor tiles or add a new tile instead.

~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

57
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: March 23, 2024, 09:27:58 pm »
----------------------------------------------------------------------------------
[DOWNLOAD]
mod.io is UP!, so posting file of current updated mod version for download here:

58
The X-Com Files / [Submod] Facility Expansion Pack [X-Com Files]
« on: March 23, 2024, 09:23:10 pm »
Starting a new form discussion regarding this mod posted at:
https://mod.io/g/openxcom/m/facility-expansion-pack-x-com-files

A place where suggestions, issues, and Q/A can be discussed; here as opposed to filling up the page at mod.io
------------------------------------------------------------------------------------------------------------------------------------
Latest Version v0.8.4 --> Download Below Changelog
https://openxcom.org/forum/index.php?topic=11878.msg162687#msg162687

=============
--==Description==--
=============

A mod pack focused on more facilities and features for X-COM Files bases with some slight changes to game progression. 


Currently Adds:
 New Facilities:
 - Garage (Size: 1x1) facility for small autos
 - 4x Hangar (Size: 3x3) "UAC Aerocraft Plant" providing (Aeroshop) for craft manufacturing
 - 3x Hangar (Size: 2x2) maximizing base space for craft management
 Tech Tree:
 - Starting Base with only Garages
 - Original Hangar requires some minimal game progression to unlock
 - All crafts that you can manufacture need (Aeroshop) facility to be manufactured
 Facility Modifications:
 - Some base facilities (Original & X-Com Files) have slight changes to features like storage capacity.

 
[REQUIREMENTS]
    BRUTAL 8.2 (OXCE 7.11) >=
    X-Com Files 3.2 >=
NOTE: BRUTAL-OXCE is required because currently is the only binary supporting the "unique Hangar type flag" meaning specific Hangars "garages" are restricted to hold only specific vehicles, and other Hangars are restricted to hold only other specific crafts.
    You can use the BRUTAL binary and play exactly like OXCE, just disable all the BRUTAL AI settings in the "advanced options" and then the game AI runs just like OXCE/OXC AI.

I think Maridian plans to create a "unique Hangar setting" in OXCE,
https://openxcom.org/forum/index.php?topic=11590.msg159607#msg159607

Once that is done the BRUTAL requirement will no longer be needed, then I'll update this mod if needs changed to match OXCE implementation.

 

FUNCTIONAL REPLACEMENT FOR:
    (Archive) Hanger Expansion Mod [X-Com Files]
    https://mod.io/g/openxcom/m/hanger-expansion-mod-x-com-files
NOTE!
    This is a functional replacement for Hanger Expansion Mod [X-Com Files], but not a drop in replacement.
    Meaning that the internal definitions and variable names are different.
    DO NOT delete old mod - Hanger Expansion Mod [X-Com Files] mod mid-game it will break your game.
      - If you have a game already started with the OLD mod
         -- You need to KEEP the old mod to prevent braking your game
         -- BUT You can add this mod to pre-existing game having both but - NOT Recommended - others have reported conflicts using both mods
                                                                                                          - https://openxcom.org/forum/index.php?topic=11878.msg162861#msg162861
    OR you can start a new game with only the new mod (RECOMMENDED)
A comparison between the to mods
    Detailed comparison between the old mod and this one can be found here:
    https://openxcom.org/forum/index.php/topic,11029.msg162018.html#msg162018
    https://openxcom.org/forum/index.php/topic,4595.msg162041.html#msg162041


[GOALS]

Goal 1: (100%)
    Replace the outdated Hanager Expansion Mod I made a while back with a more balanced and less of a CHEAT mod.
    This mod is compatible with the old Hangar Expansion Pack if you want to use both, I just wouldn't.
    Recommend starting a new game, but not necessary, you can just add this mod and continue game play.

Goal2: (100%)
    Update the Hangar facilities
    - Improve Graphics, (no downsampling, all pixel art done by hand)
    - More balanced, (not a cheat, but an actual balanced game play addition)
    - Better functionality

Goal3: (95%)
    Better balance the mod with X-Com Files, add some new features and restrictions to the research tree (Try it out... and if you must know, read the rul files) =D
    - Start with Only 2x Garages and minimal facilities in the spirit of X-Com Files beginnings.
    - Some Agency Advancements needed before getting more dedicated Storage, Living Space, Hangars, etc.
    - Additional future Agency Advancements before getting large storage and living spaces.
    - Manufactured crafts need special Aerocraft facility (provides 4x hangars in a 3x3 space)
    - Additional Advanced 3x Hangar in a 2x2 space.

Goal4: (~15%)
    Continue to add additional facilities that enable advancement in new and unique ways. 
    - Some ideas I have, Gym only for physical stat improvement, lap pool for underwater stamina improvement, firing rage for accuracy improvement.  New facility mechanics, such as a quantum dimensional storage portal network, each base having this facility has linked storage spaces and no cost to transfer between bases both having this facility.  Other ideas for new facility mechanics, such as specific facilities having positive and negative properties, such as increased alien detection for retaliation on specific labs or workshops, etc.

I'm hoping to continue to add new base facilities that give new and unique capabilities while keeping them balanced with the game and storyline. 

    - A lot To Be Decided....

         But I welcome any suggestions.... whether or not I'll be able to or decide to implement them is another thing. :)


[TODO]
- Test thoroughly base retaliation, (access-lift view works with out any issues with all added facilities)
- Make new battlescape maps for all new facilities (I haven't learned how to make my own battlesape maps yet.)
  -- Update 4x areospace hangar, i'd think it would look better more like the inside of the durathread facility
  -- Update 3x hangar to have a slightly opened landing pad with one level down paths in the opening, and change color and feel of the facility (currently it just copying the basecape of the original hangar)
- update ufopedia pages for all facilities to show provided functions, storage, etc. on the ufopedia pages.

[HELP REQUESTS]
Welcomed support:
- battlescape / basescape creation for all new added facilities.



[CREDITS]
Flaubert:
    (used his garage mod for initial progression in research and base starting facilities) Thank you!
    https://openxcom.org/forum/index.php?action=profile;u=113608
    https://github.com/Xilmi/OpenXcom/tree/oxce-plus/Examples
Biggieboy:
    (used his base battlescape maps and orginal idea for developing my mod) Thank you!
    https://mod.io/g/openxcom/m/building-mod-pack
    https://openxcom.org/forum/index.php?action=profile;u=2846



[CHANGELOG]
- v0.8.4 Hot Fix
    Fixed values for hawkeye, can now assign pilots correctly for flight availability.
- v0.8.3
    Facility research adjustments:
    - Significantly lowered the research requirements to get access to the 4x Hangar Aeroshop from "UAC Outsourcing" to "UAC: Contact"
      -- This was a mistake, it wasn't intended to be so far down the research path.
      -- Added additional UFOPedia info making it clearer hinting on what to lookout for in researching towards aeroshop
    Craft research adjustments:
    - Updated the list order of some of the crafts in the udopedia
    - Added Kitsune research requirement for Sentinel and Ironfist
    - Added Scramjet research requirement for UFO Propulsion
    Craft tweaks:
    - Made the Hawkeye craft a more normal earth tech plane, no alien tech required, purchasable not manufactured, and only a radar craft, no transport.
    - Increased fly time duration for both radar crafts
- v0.8.2
    Updated the constants setting to enable 3x3 facilities view in the UFOPedia for X-Com Files 3.2
    (this will likely be a default setting in the next release of X-Com Files)
- v0.8.1 Hot Fix
    Added missing terrain files, can now enter base battlescape view without crashing
    Fix missing silhouette for Hanger x3 when waiting on buildtime
- v0.8.0 Initial Release

Version Colors Legend:
  (Color code only represent compatibility to previous mod version)
- Drop In Replacement (NOT Game Breaking) Does not affect current / ongoing game, minor graphics, values etc.
- Drop In Replacement (NOT Game Breaking) New additions, minor changes in research game dynamics, graphics, values etc.
- New Game Required (Game Breaking) Significant changes that removed definitions or values (requiring a new game start) OR (keep old mod version). I haven't made any changes like this yet.


59
Brutal AI / Re: Brutal-OXCE 8.3.2
« on: March 23, 2024, 08:51:27 pm »
OXCE+ does not exist since year 2018, please stop using that name and stop confusing everybody.

OXCE always had and still has the same file structure as OXC (and as BAI), both the installer and the zip archive contain common files in a directory as individual files.
(usage of common.zip is not default and completely optional)

Got it, thanks, removed the references to the no longer version (OXCE+)

After looking at the files OXCE is like 26MB with I'm guessing all the *.dll files combined into the main exe, vs BAI that has all the *.dll as seperate files in the root of the game dir.

And I do see I do not have a common.zip file anywhere.

60
Brutal AI / Re: Brutal-OXCE 8.3.2
« on: March 23, 2024, 08:22:57 pm »
It works for me. Have you tried a clean reinstall? Did it work with a prior version?

I've seen someone who tried to stream it run into similar issues. If you use a steam-installation of UFO, make sure to only copy the contents of the sub-folder "XCOM" into the "UFO" folder as opposed to the contents of "XCom UFO Defense".

Not sure it's the same issue. But that was the issue the streamer had.

Good point, I didn't consider an alternate version of the source DOS files from a steam license... I still have my OG DOS files from the 1990s :)

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