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Messages - redv

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1
Suggestions / Re: Bleeding soldier indicator idea. [Modder Wanted]
« on: March 18, 2016, 09:57:40 pm »
Is the health bar not blinks when unit has fatal wounds?

2
1. It's a known issue in Xcom. And bug repeated in OpenXcom by design.
You can look at voting for this: https://openxcom.org/forum/index.php/topic,2799.0.html
You can fix this bug in your own build: https://github.com/redv/OpenXcom/commit/f7406431b4f251e59d893f79970a31a693613293
(all lines with the "STR_ALIEN_BASE" string)

3
Suggestions / Re: "Sort by" combobox on Craft Soldiers page
« on: May 21, 2015, 03:01:24 am »
Yes, sounds cool, but it has two problems... to which I don't see any solution.

First problem is step 1 ("select several soldiers").
I have a lot of soldiers and without the sorting functionality, it is difficult for me to decide which ones to select in the first place. It takes ages to manually go through all of them and decide who to take... remember this was meant to help you pick your crew... not to just reorder an existing pre-selected crew.

Second problem is step 2 ("auto arrange").
I work in IT for many years now... and I have never seen any non-trivial algorithm "intelligent enough" to replace my own decisions.... even if this was implemented, in 99.9995% of cases, I would have to make manual changes... which makes it useless.

In my games never been more than 20 soldiers per one base.
Therefore most of them I know after several missions.
But if it's a problem, you can use XcomUtil_Statstrings.rul for picking a good crew.

"Sort by" is not intended for picks a crew by design. "Sort by" designed only for reorder.
Therefore you need 12-13 steps and many-many clicks (each time) to get a crew of dream :)
Even if in most cases you need only add 1-2 soldiers instead wounded or dead ones.
Perhaps, manual reorder will be faster. Therefore I think this option is useless.

Described above algorithm not designed for replace your decisions. The algorithm just repeats your decisions. Therefore the statistical model should be trained before use.
This is some kind of expert system, but very simple. I not expect 100% accuracy, but 80-90% will be fine.
The idea is simple:
1. collect stats data of your soldiers and positions which you choose for soldiers. It's easy.
2. when you press "auto-arrange" will be reproduced your decisions: fit the soldiers stats to match to the collected stats data. If you think about it a little, the algorithm will be obvious.

4
Suggestions / Re: "Sort by" combobox on Craft Soldiers page
« on: May 20, 2015, 06:28:36 pm »
Edit: this would be a step-by-step example:
1. deselect everyone
2. sort by rank
3. select 2 rookies you like
4. sort by psi strength
5. select 2 psi guys you like
6. sort by strength
7. select 5 strong guys you like
8. sort by accuracy
9. select 5 accurate guys you like... now you have 14 soldiers selected
10. (optional step) select original order
11. use right-click to move two rookies on the top
12. use right-click to move two psi soldiers on the bottom
13. experienced soldiers are already on correct positions... done
Yeah, this is exactly the kind of workflow I had in mind.  I also tend to sort by TUs so the low TU people can get more experience.

Perfect example! :-))

I suggested another way:
1. select several soldiers.
2. press the "auto-arrange" button. Done. ;-)

The "arrange" as I described before.

5
Suggestions / Re: "Sort by" combobox on Craft Soldiers page
« on: May 20, 2015, 03:57:09 pm »
For example, I prefer following template:
- first two place for rookies.
- next places for experienced soldiers.
- last positions for psionics.

I think, each player uses his own tactic. For this tactic need his own template.
This is not just a sorting by strength or reaction etc.

Therefore this addition is useless.

I suggest use another algorithm:
1. collect an statistics about the pattern of soldiers stats (place vs strength, experience, reaction, psi skill, etc)
2. each time when player pressed OK, the statistics will be updated with weight 10% (maybe other; need tests).
3. instead "sort by" use "auto-arrange". Which allows arrange available soldiers by pattern based on the collected statistic.

6
Programming / Re: Upgrading to the nightly
« on: May 11, 2015, 03:54:28 pm »
  • the list of mods is actually a list of mods, not a list of rulesets like before.  if a mod has multiple rulesets, you only need to enable one item

The AWACS mod has two rulesets:
1. AWACS.rul  only adds AWACS, Hawkeye and Darkstar aircrafts to current game.
2. AWACS.scenario.rul  adds aircrafts, deletes conventional radars and changes the starting base layout. Therefore this ruleset used for brand new game.
https://www.openxcom.com/mod/awacs-aircraft

Both rulesets uses the same resources, but should be used only one of them, not both.

@myk002
How to enable/disable these rulesets separately in the new "mods" menu?

7
Open Feedback / Re: Another newbie question, this one on radars
« on: April 23, 2015, 10:49:13 pm »
An UFO can be detected one time per 30 min. https://github.com/SupSuper/OpenXcom/blob/master/src/Geoscape/GeoscapeState.cpp#L1254
The same example: Large radar vs Small scout at high altitude.

Chance to detect per 30 min = 17%
Chance to detect per 1 hour  = 100 - 100 * (1 - 17 / 100)^2 = 31.11%
Chance to detect per 2 hours = 100 - 100 * (1 - 17 / 100)^4 = 52.54%
Chance to detect per 3 hours (6 times) = 100 - 100 * (1 - 17 / 100)^6 = 67.31%
etc

8
Open Feedback / Re: Another newbie question, this one on radars
« on: April 23, 2015, 08:44:08 pm »
They're additive.
For example: Large radar vs Small scout at high altitude

1 Large radar: chance to detect is  20 * (100 - 15) / 100 = 17%
2 Large radars: chance to detect is  40 * (100 - 15) / 100 = 34%
...
6 Large radars: chance to detect is  120 * (100 - 15) / 100 = 102%

Chance to detect: https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/Base.cpp#L388
Visibility of UFOs is hardcoded: https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/Ufo.cpp#L593

9
Work In Progress / Re: Issues with HWPs
« on: April 16, 2015, 03:51:04 am »
Because your tank without ammo.

items:
  - type: STR_IMPROVED_TANK_CANNON
    clipSize: 30

Sorry for wrong advice. I have my own build, which differs from regular OpenXcom in several aspects.

So, right advice:)
1. use "armors:" instead of "armor:"
2. use "allowInv: false" instead of "hasIventory: false"

Code: [Select]
armors:
  - type: IMPROVED_TANK_ARMOR
    spriteSheet: TANKS.PCK
    allowInv: false

10
Work In Progress / Re: Issues with HWPs
« on: April 15, 2015, 07:14:46 pm »
Because your tank without ammo.

items:
  - type: STR_IMPROVED_TANK_CANNON
    clipSize: 30

11
Suggestions / Re: Base Defense Mechanics
« on: April 15, 2015, 04:27:32 pm »
You misunderstood the ruleset.

Small radar has radar range 1695. Large radar has radar range 2577. Even interceptor has radar range 672.
But the missile defense has defense range 160 (of course you can change it).

Therefore defense facilities can secure area around a base but this is very little area.
For example this area in (2577/160)^2=259.4 times less than area covered by large radar system.

Therefore interceptors need anyways, even if you want to use base defense.

12
Suggestions / Re: Base Defense Mechanics
« on: April 15, 2015, 12:43:17 pm »
Why? because of risk of discovery ? Interceptors won't stop a retaliation battleship anyway.

Because you anyways need interceptors. Have you ever played without interceptors? ;)

13
Suggestions / Re: Base Defense Mechanics
« on: April 15, 2015, 01:18:33 am »
If you not use base defense, then you need only interceptors.
But if you use base defense, then you need and interceptors and base defense.
Therefore economic calculations is not the point.

Balance in this case will be determined by quantity of downed UFOs by the base defense.
How many could be as maximum? 5%? May be 10%? Who know. Need tests.
Quantity of downed UFOs (by the base defense) can be easily adjusted by distance (defenseRange).

14
Suggestions / Re: Base Defense Mechanics
« on: April 14, 2015, 06:16:39 pm »
Final version of Active base defense is ready.

The button "Activate base defense" will be shown only if ruleset "Active_Base_Defense.rul" loaded and the base has at least one defense facility.
In other cases will be shown the standard intercept window.
Each base can be activated separately.


If the defense was activated and found a suitable target then starts a dogfight window.
Will be chosen 2 most long-range weapons. Quantity of ammo = Quantity of facilities of this type  x  Maximum quantity of ammo for this facility.
Possible modes: not shoot / shoot / disable defense / allow disengage for UFO
One base can track only one target.


The window can be minimized if you not began an air battle.
After each use of base defense starts a recharge countdown (even after vanilla use of base defense).


Behaviour can be tuned via ruleset:
Code: [Select]
# X-COM 1 (UFO: Enemy Unknown) ruleset
defense:
  rechargeTime: 10      # minutes. If value == 0 then active defence will be disabled permanently.
  retaliationChance: 30 # 0..100 %. Chance to uncover the base by aliens after air battle.
#-----------------------------------
crafts:
  - type: STR_BASE
    requires:
      - STR_BASE_DEF
    sprite: 30
    damageMax: 100      # should be > 0. Actually not used.
    weapons: 2
#-----------------------------------
craftWeapons:
  - type: STR_MISSILE_DEFENSES
    sprite: 1
    sound: 5
    damage: 100         # the same as for launcher
    range: 40           # range in pixels: (range for facility)/4; i.e. 160/4 = 40
    accuracy: 50        # the same as for defence facility
    reloadStandard: 72
    ammoMax: 5          # maximum ammo for each defence facility
    launcher: STR_AVALANCHE_LAUNCHER
    projectileType: 1
    projectileSpeed: 8
  - type: STR_LASER_DEFENSES
    sprite: 4
    sound: 8
    damage: 70
    range: 50           # 200/4 = 50
    accuracy: 60
    reloadStandard: 24
    ammoMax: 5
    launcher: STR_LASER_CANNON
    projectileType: 4
  - type: STR_PLASMA_DEFENSES
    sprite: 5
    sound: 9
    damage: 140
    range: 60           # 240/4 = 60
    accuracy: 70
    reloadStandard: 24
    ammoMax: 5
    launcher: STR_PLASMA_BEAM
    projectileType: 5
  - type: STR_FUSION_BALL_DEFENSES
    sprite: 3
    sound: 7
    damage: 230
    range: 70           # 280/4 = 70
    accuracy: 80
    reloadStandard: 48
    ammoMax: 4
    launcher: STR_FUSION_BALL_LAUNCHER
    projectileType: 3
    projectileSpeed: 8
#-----------------------------------
facilities:
  - type: STR_MISSILE_DEFENSES
    defenseRange: 160   # maximum range is 280 miles (70*4 = 280)
  - type: STR_LASER_DEFENSES
    defenseRange: 200
  - type: STR_PLASMA_DEFENSES
    defenseRange: 240
  - type: STR_FUSION_BALL_DEFENSES
    defenseRange: 280
#-----------------------------------
extraSprites:
  - type: INTICON.PCK
    width: 352
    height: 80
    subX: 32
    subY: 40
    files:
      27: Resources/ActiveBaseDefense/abd_geoscape.png
  - type: INTERWIN2.DAT
    width: 160
    height: 556
    singleImage: true
    files:
      0: Resources/ActiveBaseDefense/abd_interwin2.png
#-----------------------------------
extraStrings:
  - type: en-US
    strings:
      STR_ACTIVATE_DEFENSE: Activate Base Defense
      STR_CANT_MINIMIZE_DURING_BATTLE: Can't minimize during battle
  - type: en-GB
    strings:
      STR_ACTIVATE_DEFENSE: Activate Base Defence
      STR_CANT_MINIMIZE_DURING_BATTLE: Can't minimize during battle

The code: https://github.com/SupSuper/OpenXcom/compare/master...redv:active_base_defense
The code compatible with latest nightlies.

If you have an interest I'll try to build an standalone exe (I never did it before:)

15
Suggestions / Re: Base Defense Mechanics
« on: April 14, 2015, 05:25:59 pm »
The interface has one free button. Possible to choose weapons in cycle (as suggested @Dioxine).
For example the base has 4 types of defense facilities: A, B, C and D.
When the dogfight window loaded, shows types A and B.
One click - then shows B and C.
Second click - shows C and D.
Next click - D and A. etc.

It is not a big problem to implement. But will be problem with support in future.
This feature better to implement after TFTD to avoid compatibility issues.

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