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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?
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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.
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.
- 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
Because your tank without ammo.
items:
- type: STR_IMPROVED_TANK_CANNON
clipSize: 30
armors:
- type: IMPROVED_TANK_ARMOR
spriteSheet: TANKS.PCK
allowInv: false
Why? because of risk of discovery ? Interceptors won't stop a retaliation battleship anyway.
# 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