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Messages - murkhach@centrum.cz

Pages: [1] 2 3 ... 5
1
OXCE Suggestions NEW / Re: Configurable AlienBaseDetection chance
« on: April 22, 2025, 10:10:27 pm »
HI,
I considered  my suggestion rather like option for override "strange hidden fixed feature"  than something new.
I believed that posting code changes would save programming time and be considered as reasonable.

Thank you for the work on this awesome project.

2
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: April 22, 2025, 06:47:43 pm »
OK the suggestion was moved to proper thread  https://openxcom.org/forum/index.php?topic=12608.0 (thank you)
  I'll add more description to it

3
OXCE Suggestions NEW / Configurable AlienBaseDetection chance
« on: April 22, 2025, 03:42:39 pm »
In vanilla game there is hard-coded feature
  If alien had bases and player did not detected any of them,
  than at the beginning of each month  there is small chance (20%)
  that it will be discovered.

I'm working on some improvement for TWOTS mod for TFTD ..
 To find a base you have to do some research and build special subs and find by them a base ...

And hardcoded random feature is quite pain.
Either in vanilla game the players would have much greater joy when will discover alien bases by themselves.

[I tried  download and compile mod but failed to handle all dependencies, however I managed to find how to add desired changes ]

However  i suppose following modifications in OXCE should do the job:

Engine/mod.h
      int _crewEmergencyEvacuationSurvivalChance, _pilotsEmergencyEvacuationSurvivalChance;
   bool _showUfoPreviewInBaseDefense;                                             
         bool _firstAlienBaseDiscover;// INS LINE 260

        /// Should UFO preview be shown in base defense UI?
        bool showUfoPreviewInBaseDefense() const { return _showUfoPreviewInBaseDefense; }
       /// Should Agents try to Discover first Alien base each month (20 % chance) ?  // INS LINE 944
       bool firstAlienBaseDiscover() const { return _firstAlienBaseDiscover; }        // INS LINE 945


Engine/mod.cpp
       _showUfoPreviewInBaseDefense(false),
      _firstAlienBaseDiscover(true),                       // INS line at 440
      _soldiersPerRank({-1, -1, 5, 11, 23, 30}),
   
        reader.tryRead("showUfoPreviewInBaseDefense", _showUfoPreviewInBaseDefense);
        reader.tryRead("firstAlienBaseDiscover", _firstAlienBaseDiscover);             // INS LINE 3260
       reader.tryRead("soldiersPerSergeant", _soldiersPerRank[RANK_SERGEANT]);

Geoscape/GeoscapeState.cpp
        // Handle Xcom Operatives discovering bases
       if (!_game->getSavedGame()->getAlienBases()->empty() && _game->getMod()->firstAlienBaseDiscover() && RNG::percent(20)) // UPD line 2902

4
do you mean maxRange, or aimRange/snapRange/autoRange, or minRange, or all of them, or something else?
At first it seems that all ranges should be multiplied by this coeficient  ..
And sorry for late reply ..

5
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: December 28, 2024, 07:54:11 pm »
It's currently hardcoded at 20% chance per month.
Thank you for your reply ..
Is it possible to add custom parameter to "FirstBaseDetectionChance" Default : 20  ?

I am not sure how difficult is process of defining new parametr in rulesets , but it should help a bit

6
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: December 25, 2024, 11:14:08 pm »
Hi can I ask if is possible to disable/adjsut  enemy base detection by x-com agents at the end of the month ?

I am trying some  variation for NORD TWOTS and i want to  player  research appropriate technology and detect enemy base by sending detection subs...

Thank you for reply ...

7
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: December 17, 2024, 11:11:16 am »
Interesting idea.This can produce a mess out of map. Like 2x2 units locked in small rooms and so on.
I can update code that both terrorist ranks would stay in place (I supposed that 2x2 is used for terrorist 2)
The code actually shuffle only ranks and reset priorities - so the unit size and movement limitations  stay as it is

 So theoretically   ( if terrorist 1 is 2x2 unit and allowed nodes for this ran  are small units only) map script does not spawn unit or report error
 However only one surface 2x2 units are terrorist , so I will add Binary that omits both terrorist ranks


Algorithm:
             for (int i = 0; i<fileLenght / 24; i++)
            {
                fs_Rmp.Read(buffer, 0, 24);   // 20 - unit rank,21-patrol priority,  23-spawn priority  (others like links, position, unit size are unaffected)
                RouteNode r = new RouteNode(buffer);
                r.SpawnPriority = 1;
                r.PatrolPriority = 1;

                ranks[r.Rank]++;
                if (r.Rank != 1 && r.Rank != 8) // not X-XCOM and terrorist
                    toMixNodeIndexes.Add(i);

                routeNodes.Add(r);
            }

            // randomization 
            while (toMixNodeIndexes.Count > 0)
            {
                int idx = RandVal(toMixNodeIndexes.Count);
                mixedNodeIndexes.Add(toMixNodeIndexes[idx]);
                toMixNodeIndexes.RemoveAt(idx);
            }

            ranks[1] = 0;

            int convertedNodes = 0;
            for (byte i = 0; i < 8; i++)
            {
                for (byte j = 0; j < ranks; j++)
                {
                    routeNodes[mixedNodeIndexes[convertedNodes]].Rank = i;
                    convertedNodes++;
                }
            }

8
Hi I experimented  with enemy spawning.
  In first published  maps  I tried to manually set routes spawning ranks and patrol priorities.
  This make map interesting for first play, however after several times becomes stereotype and routine.
 
 So I wrote a simple  console app in .NET  that as argument accepts FILE 
  ( IE "XCOM Routes Randomizer.exe" d:\Documents\OpenXcom\xcom2\Yacht00.RMP )

1.)  It counts number of nodes for each rank and then
2.)  Sets spawning and patrolling priorities for all nodes to 1
3.)  Shuffles node ranks (Omits X-COM & Terrorist 2 )
4.)  Saves new file as .RMPX

Because my maps contains just one block,  it is easy  adjust terrains rule, that  when mission is created, then the block is picked randomly. So variety seems more rich then before.

ENJOY and share your feedback
 

   
 
 

9
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: December 05, 2024, 08:53:57 am »
I have misspel in one script file ...
 need to be replaced in mods/TWoTS26x/ruleset/mapScript.rul

By The way there is some issue with placing 2nd ranked leaders
(I do not know why but some kind of units (1x1) simply do not spawn in CONTAINER.MAP
Can anyone help me to find out what is wrong there

 - In deployment for PIRATES there were  limited ranks for   CHURCH so I See

However I still consider reusing  PIRATE ships maps for later small terrors with same personal deployment  as in armory

10
Released Mods / [TFTD] [Expansion] TWoTS+ Release (new ship extension)
« on: December 05, 2024, 02:10:29 am »
Hi so I posting  a contribution to this awesome mod ..
 (I postet whoe package with all of my tweask but let list all what is new)
   1.  Container SHIP  -  20x60 tiles x 8 height (just control tower)  CONTAINER.MAP
   2.  Terrains
          -   map design with trenches  (ADUNG) as first part for alien dungeon and Naga city
           -  added existing terrains (desert mountain)
   3.  Two big USOS  -  Schooner (Hocus.map) and  Trawler (amoeba.map)
   4.  New rank in church (Reverend - mutant with psychic abilities)
   5.  Altered research tree (you need alien language to interrogate aliens higher than  soldiers) 
   6.  Alien bases should be detected first (by special  subs only)
   7.  Later is researchable new ammunition for shard guns ,
         microtorpedos have 3 way-pts and acid amo
   8.  Alien BARGE moved to later phase of story with spedcial crew mix
   9. facilities ( Big stores and quaters need some research first)
         You can upgrade existing lab  with bio/mc lab in shorter time
         yu  can  upgrade (build over) existing defence with 
  10.  Some resistance tweaks (Abyysioan are imune to most weapons but acid)
         Some creatures have more HP or some better stats
         Shogots ignore armor and cause a lot of wounds (hardly coded into surface lab mission)
  11.   Subs - Reduced weapon slots for baracuda and  moray to 2
                  STINGRAY - can hold 4 crews and  quickly resolve small crash sites
  12. Included mod that instead direct kill tentaculat  poison victim and it loses helth  every turn
       


 Enjoy it (if I ommit thanks to anyone , please forgive)
     


11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.62)
« on: October 17, 2024, 03:31:15 pm »
Also I want to make a suggestion so that alien barges don't take 20 hours of playtime to complete, please make the threshold for bug hunt lower because I've been looking for what I assume is an alien on the outside surface of the ship for over 40 turns now.

Barges is quite big and demanding missions , and I like the map and  difficulty.  BUT they should appear much more LATER in STORY.
For me they could have similar purpose as a mobile base and have a prerequisite of synonym-device
More to it I suggest to fill them with custom mixed crew 
  (enh aquatoid soldier, aquatoid medic, aquatoid technician, tasoth leader, tasoth guard squad leader, halucinoids, xarquids)

More over to it, the TASOTH GUARD LEADER could be associated with some further research  or as prerequisite for unlocking  alien codes and  than alien dungeon

12
Released Mods / Re: X-Chronicles Release, v.1.4
« on: August 16, 2024, 10:04:07 pm »
The new ritual missions  looks great ..
Still I would prefer to see more of them in the early phase of game due to absence of civilians .
In my opinion, with bad roll you are unable to save at least half civilians in early terrors or monsters hunt . Then you get negative score and less funding, that is crucial in the beginning.

13
Released Mods / Re: X-Chronicles Release, v.1.2
« on: May 27, 2024, 11:16:03 am »
The only way I am getting through months right now is repeated raiding of a Nest in Australia. I can not destroy it, but I can crush it's surface defences and sometimes even clear B1, getting around 300 points each time.
Nests are good source of points. I am able to clean young nest, and clean surface and next  two levels of adult nest (in this case with some saving and lot of luck - crystal with lightning spell is just disaster because I do not see a way how to avoid/dodge/resist it's atack)   

If I compare it to TWOTS (a great mod for  XCOM2-TFTD) I miss several mechanic
1]   damage types
   - in TFTD in a  year you can get a  great variety (melee, acid,  stun, gauss, explosive)
   -  in XCHR you just have kinetic, melle, stun
          (some weaopons have other effect but  uses kinetic melee atributes for checking hit]
2]  tanks
   - in TFTD you get early some tanks that can explore and tank a damage
   - in XCHR i did not find yet (ateter two years) a path to gain tanks
3] effective armor
   - in TFTD you get quite soon  a  good spectrum of armors that can soak some damage and prevent you from being 1 shoted.
   - in XCHR most armors does not protect much (I supose there coud be source of this by  underestimating bonuses from enemies stats ) first hit  cut down (air/water shield ) second one kills .


 

14
Released Mods / Re: X-Chronicles Release, v.1.2
« on: May 14, 2024, 10:10:19 am »
initialFunding affects the calculation of any funding raises.
Also, some invader weapons sell costs was raised.
I see but at first look on paper it seem like spit in the sea ..
Still I recommend to think about increasing 'performanceBonusFactor'  a bit  (~ 250 )
and add extra score for shooting-down /riding aliens UFO (if it is possible)
This month I cleaned three young nests and 3 medium aliens UFO and scored a 9000 pts (that is ~ 1 575 000 $) 
that allowed me just cover my expenses - in order to fight aliens you need strong psi  soldiers and train them in gyms (to have some  reasonable stats)



15
Released Mods / Re: X-Chronicles Release, v.1.2
« on: May 13, 2024, 12:52:56 pm »
costEngineer: 35000 - > 30000
costScientist: 45000- > 40000

initialFunding: 1600 -> 1650

That is ridiculous !
With 3 bases all missions done and paying 50 *  35 k per scientist  I am at balanced budget  (Able to  buy 1 or 2  new facilities per month) and still stuck  in research ..

In order to be this mod even playable i Suggest :
  -  cut down all research time by 1/2  - 1/3
  -  increase probabilities when sorting corpses (you gain always something )
  -  set scientist salary to 35 k
  -  double bonus reward ( performanceBonusFactor: 175 -> 350 )
  -  cut down all shields to 1/2  (it is really annoying to have lucky 4-15 shots to take down one unit shield)
 
I am not sure what typical play-out should look like according to  your intentions
   but my   experience is :
   - first 3  months           - unskilled soldiers with low chance to hit  survive
   - till the end of  year    - hard terrors with tough orcs and deadly casters (get chitin armor and some better weapons)
  -  next year                   - Rifts , gaining internacionallization -with good x-weapons, starting psi research
  -  3rd year                     - gaining wooden armor and scavanger  - finally  some money from selling  flying glyphs
  -  now                           - slowly exploring magic - annoying missions (1/2 - 3/4) with aliens  (get almost nothing losing a lot)

 I am able to fight  effectively vs 1 st level aliens, but 2nd level aliens are deadly and hard to kill
  - i suppose with magic  it should be better , but path to magic and spells is long  (extensive research and  absurd dependencies on luck when looting low chance items )
 - in case  pf looting instead  picking just one item from many ,
   I suggest to create a roll sets
   I.E.: 
STR_OUTCAST
    - [30, {STR_ARTIFACT_WEAK: 1 }]
    - [35, {STR_DAMAGED_AMULET: 1, STR_MANA_CRYSTAL: 1 }]
    - [25, { STR_MAGIC_BOOK: 1 }]
    - [20, { STR_MAGIC_BOOK: 1,  STR_MANA_CRYSTAL: 1}]
 STR_BARON
      - [30, {STR_AMULET_WATERWALL: 1, STR_JEWELRY: 3 }]
      - [20, {STR_DAMAGED_ARMOR: 3}]
      - [20, {STR_DAMAGED_ARMOR: 2,  STR_JEWELRY: 3}]
      - [20, {STR_ARTIFACT_WEAK: 1,  STR_JEWELRY: 2}]
      - [10, {STR_GREEN_POTION: 1, STR_DAMAGED_ARMOR: 1  , STR_JEWELRY: 2}]
   



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