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Messages - Daev

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1
Maybe there can be used different approach: research topic with some new flag will cause the defined missionscript to "restart" just as in the beginning of month.

The issue with that approach, in my head, is that it would be imprecise at best, and cause a mission that was intended to run/spawn only once, to spawn for the entire month at worst. As once the topic is completed, that mission will always have a chance to spawn that month now, instead of a "Cause and Effect" style of choice.

The purpose is not for the research topic to unlock new missions, but to be a pseudo mission select, allowing for an almost separate game loop of choice. While you are doing the usual xcom loop of ufo, intercept, crash site mission. You are able to choose a mission using your research hours in order to get item, funds, progression etc. Very similar to Covert OPs in War of the Chosen.

Although your approach could be useful for a different purpose.

2
Both are equally easy, I may even do both.

But I'll come back to you later about those hardcoded/dynamic alien mission parameters again, that will be the tricky part.

Awesome, I honestly, really appreciate your time here!

IK this is a different request, but weighted list option for both the SpawnedAlienMission and the SpawnedEvent would honestly be enough, as that seems easier to implement then overriding the hardcoded attributes.

3
As clarified in the other thread (https://openxcom.org/forum/index.php?topic=12339.0)
the alien mission should not be spawned on research topic completion,
but rather on event popup (`spawnedEvent` attribute), which can be much later than the research topic completion.

Either/Or would work for my use, as long as a completion of a research topic spawns an alien mission not bound by the Mission Scripts rule, that would work. if the AlienMission spawns from a SpawnEvent Attribute, thats works perfect and if that is easier to do for you, than that is the best option.

Again, I appreciate your time sir.

4
OXCE Suggestions NEW / Re: [REQUEST] Repeatable Research Topics
« on: November 22, 2024, 12:52:06 am »
By "event" do you mean "research completion" or "alien mission spawn" or "OXCE geoscape event" ?
And what do you mean by "outcome" of the event?

I'm quite confused by the terminology in your last post, in relation to the first post in this thread and also in relation to the other request.

So for this one, I mean spawnedEvent, So the main premise is a topic that does not go away unless disabled, and for me, the purpose of it would be to repeat the spawnedEvent that it causes.

That's it basically for this request, I mentioned if a weight listed of spawnedEvent's could be implemented, that would be the best version, but its not a part of this request, per the rules.

I apologize tho for any terminology errors, still not super seasoned of a modder, thats on me.

5
OXCE Suggestions NEW / Re: [REQUEST] Repeatable Research Topics
« on: November 22, 2024, 12:04:20 am »
It would be a topic that has no requirements except for a man hour cost. These would not be that smart, as the event itself can have random outcomes.

The only thing that I think that would be "Smart" would be if the events are chosen from a weighted list, and maybe have an option to override the region to be the one the base is in, or an adjacent one.

It would be a dummy research technically, as it would not unlock anything, only trigger an event that would then give you an outcome.

These would then be "Upgraded", as old topics are disabled, and new ones are enabled with better event pools, etc.

6
If you want all parameters hard-coded (type, race, region, etc.) it's easy, but probably also not very fun.
If you want them dynamic, then how much? And where and how do you want to define this dynamic aspect?

That is a good point, did not think of that. The TC will take place only in the continental United states, I will be making a custom globe that will be scaled up.

So the dream would be to have a weighted table of mission strings that is chosen, that way you can have lists that update with new topics as some are enabled and disabled using the ARC system and research progression.

If there is a way to override the region to be on that the base is in, that would be cool but is not completely necessary. But other than that, I think those tools are enough for plenty of randomization, as most other stuff would be handled by the missions and the mapscripts.

7
OXCE Suggestions NEW / [REQUEST] Repeatable Research Topics
« on: November 21, 2024, 11:23:16 pm »
In conjunction with my other request, in order to achieve this "mission select" style of research topic, I would want to have a topic that has no material or item requirements, that is also repeatable. So the same mission can be generated over and over, or even as a way to have scientist and research man hour be used to get items, as a tradeoff for research, or if there is nothing to research.

For example, If you have nothing to research, which will be quite possible in my TC, you could research "Community Outreach". Which would spawn an event with random rewards, or a random outcome. Almost like a clicker game, or similar to covert actions I guess.

If this is already doable, I apologize in advanced, but if not, is this something that is able to be implemented?

8
Hello, i am currently designing a TC mod that takes place in a Post-Apocalypse, the theme/feel is you emerging from a bunker (Base), and branching out to the local communities and establishing yourself to take care of an ultimate threat. Central to my theming is that you do not have any knowledge of the world above for the first month, you learn it as you play.

To me this means no UFOs or Site Missions, or even initial funding at the start. What I wanted to do for missions, is to have research topics, something like "Scouting Mission" or "Seach for Scavenging Sites" that once researched, would then in turn spawn an alien mission or site.

This would provide a level of choice at the start for the type of mission, and the rewards and assets you wish to focus on early. For example, maybe you do alot of scav missions for early materials to create a surplus of military grade weapons. Or maybe you do settlement defense missions for free recruits and base personnel, as the market really does not have anything in it until the mid-late game.

Hopefully this is relatively simple to do, but I think would be a very cool feature for other applications as well.

Thank you for your time.

9
OXCE Suggestions NEW / Re: TFTD Based Hybrid options
« on: December 18, 2023, 07:46:41 pm »
Question: why are you using "maxDepth" instead of "maxAltitude" ?

"maxDepth" doesn't exist, and doesn't do anything

I do not recall using maxDepth in my current mod, if I do it would have to been taken directly from the original rulesets, as i copy/pasted them. i will look into this soon, before my next update is created.

I also may have used those terms interchangeably by mistake in the thread.

10
Released Mods / Re: [TFTD][OXCE][Major] TFTD: Vanilla Plus
« on: December 13, 2023, 10:28:17 pm »
Update:

Currently working on new update, was trying to wait out and see if merdian would implement a feature i requested soon, but it seems it will take longer than i though.

Many features in the new update, a few being a completely revamped (and longer) research tree, that will require many more labs/scientists to complete. Visual Reworks for weapons, new "Combat Reports" for aliens, so you can see their armor/resistances. More USOpadia entries, and more!

11
OXCE Suggestions NEW / Re: TFTD Based Hybrid options
« on: December 03, 2023, 10:01:22 pm »
I don't understand.
"People" are modders or players?
What are "loadouts" in this sentence?

I mean alienDeployments, as the surface missions us the _UNDERWATER tag, i feel that could confuse those who wish to make submods, but that is a very small point but it came to mind.

Adding "fakeUnderwater" was a LOT of effort.
Adding "fakeSurface" will be even more effort, which I simply cannot justify.
Modders, who want to do hybrid modding should use UFO as the base game.

I did not know that, and i understand that completely, i have found workarounds for features i would like to implement, so it has not been a hinderance.

Having said that, if the "height vs depth" issue is present also in UFO-based hybrid mods (which I think it is, because I don't remember implementing anything special)... I can try improving it somehow... not promising anything tho.

That is really the only issue i am running into, as "Underwater Only" Craft weapons do not work on AIRBORNE ufos in TFTD, so if there is a way to maybe denote maximum and minimum altitudes for terrain IDs maybe, taht would solve that issue.

12
OXCE Suggestions NEW / TFTD Based Hybrid options
« on: December 03, 2023, 09:29:01 pm »
In my mod "TFTD Vanilla Plus", I have used the fakeUnderwater tag as a "land" tag, this has worked very well for the most part. But upon further inspection, UFOs on land continue to use Depth and are not Airborne. other things such as this on globe and having to use "underwater" deployments can confuse people trying to develop land and underwater loadouts.

I was wondering if its possible to have the reverse option of fakeUnderwater, Like fakeSurface, that would denote all UFOs height to AIRBORNE, and would prevent certain xcom craft from engaging them and prevent Underwater only weapons from working on the "Surface:.

I am not sure how feasible it is to add both DEPTH and HEIGHT from both games, but that as well might add a some differentiation as well, requiring upgrades for higher altitudes and depths at the same time.

13
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 03, 2023, 04:55:21 am »
Hello sir, looks like the Bishop UFOpadia is missing its image, getting this error upon middle click. Love the art in this mod, excited to play it!

14
Released Mods / Re: [TFTD][OXCE][Major] TFTD: Vanilla Plus
« on: November 29, 2023, 03:31:54 am »
Dear Daev,

I ready some time ago on the forum about a map set on a petroleum platform, but i think It was abandoned or something...care to recover the idea and make a mission in that kind of site?

That's already in the mod! The Martian made his own reedition in the mod "Maps of the Deep", that i have included in the pack. The Martian was a big help in me learning to mod and providing resources!

15
Released Mods / Re: [TFTD][OXCE][Major] TFTD: Vanilla Plus
« on: November 28, 2023, 04:35:48 am »
I started doing a Let's play on this combined with my own Mod:

https://youtu.be/akFrCj-j3l4


Thanks brother! I will check it out when i have time, I will be taking notes!

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