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Messages - Unknown Hero

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1
@ Falko

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tweaked the source code here and there - it works :)

Nice.  :)

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perhaps some day i will make a PR or find the time to make abetter sea/land icon

As you said.  :P

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 11, 2014, 10:27:52 pm »
@ the_third_curry

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Does anyone think this has potential, or is it just a bit goofy?

I have not read the whole thread,  :o  but, yes this has great potential!
And it can always be tweaked.  :)

3
@ Hobbes

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You need also to add penalties for not taking those missions.

Yes.

Quoting myself:

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Mission Bonus-Malus:

UFO ignored: -2000 points.

UFO destroyed: 100 points.

Landed UFO assaulted: 300 points.
Weapons recovered: 100 points, 100 weapons --> sell them, use them.
New Alien Technology to research.

UFO crashed and assaulted: 150 points.
Weapons recovered: 100 points, 100 weapons (random, 10% chance to recover weapons, random weapon number).
New Alien Technology to research (only if at least 1 weapon recovered).

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Here's an idea: if a country is infiltrated the 3 closest countries will be targeted for infiltration missions right afterwards, and the aliens will keep sending missions until you've eliminated those bases. That way, if you choose to ignore those missions then you risk a domino effect of countries leaving the council in the following months.

Ah, a little positive.  :D

Great idea! Like it!  :)


@ Falko

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i would rather need a reason not to do the mission like
if mission fail 5%*difficulty chance that a random (non russian) country also falls to the aliens
so i would do that mission for usa but not for a smallerfunding nation assuming i am not desperate in money trouble

Yes, also some malus.  :)

I also like it!  :D

4
@ Solarius Scorch

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I think this mission's probability should be extremely low if the player takes appropriate measures. What measures? well, for starters I suggest some sort or number of aliens vs. number of X-Com soldiers in the base (after all we can assume they're actually doing something between missions, including prisoner supervision and guard duty). Wounded soldiers and incoming soldiers don't count, but soldiers on away missions do, for the sake of simplicity.

The idea is, if you have 10 captured aliens and 30 active soldiers, the chance should be really slim, like 1:250 that it happens this month. If you have 10 aliens and 20 soldiers, let's make it 1:100. If it's 10 aliens vs. 10 soldiers, let's make it 1:50. However, it should never rise about 1:20, even with no soldiers in the base at all. (This is just an approximation, not a real function of course.) This can be further modified by alien type (Ethereals pose greater danger than Floaters) and soldier rank (experienced alien hunters are far better guards), but that could be overthinking things. And of course we can (and probably should) have other factors besides troop numbers, which I don't have ideas for yet.

As you can see, this would be an extremely rare mission, and actually unlikely to happen throughout your campaign. However, this is precisely the point: you make prisons to keep the prisoners inside, and prison escape is very unlikely. Still, it would be nice to feel the threat, and since it doesn't seem to be hard to implement code-wise, why not?

This can be done different ways.

But with these possible settings:

--> Chance Frequency Min: 1% / month - Frequency Max: X% / month
--> Trigger Threshold Min: X aliens

The player can already make settings according to his wishes.

Example:

--> Chance Frequency Min = 1 (1% / month)

This mean the escape will arrive 1 time every 100 months.

--> Trigger Threshold Min = 5 (5 aliens at a specific base)

And only if there is at least 5 aliens at this specific base.


This can be also very frequent: (think "the guards are so dumb!").

Example:

--> Chance Frequency Min = 500 (500% / month)

This mean the escape will arrive 5 time every month.

--> Trigger Threshold Min = 2 (2 aliens at a specific base)

As soon (but only if) there is at least 2 aliens at this specific base.

5
@ Solarius Scorch

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However, your idea to make it time-based made me think, and I actually like it, with one small change:
You don't have a month. You have 24 hours. (Much like with a normal terror mission.)

Can also be different depending the cities number, and some spice can be added with random time allocated (ex: random from 10 hours to 50 hours, random from 1 day to 5 days; but le time allocated is indicated to the player).


@ Hobbes

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I like the idea of how the map should be designed but the objective behind the mission isn't really appealing. Players in no doubt would try the mission until the novelty lasts but afterwards my personal choice would be to rather ignore the lost country than having to play 3 missions to liberate it.

Some rewards (clearly indicated/surprise, and even randomly done) can also be added (and even special missions in city/base, see this thread: https://openxcom.org/forum/index.php?topic=2469.0  :D).

Rewards examples:

* Clearly indicated:

Report indicates a large stock of Alien Alloys/Elerium-115/Weapons/etc. at this city/base.

Etc.

* Surprise:

10 percent of saved Civilians joins the XCom team for free (initial hire cost).

A contractor in building construction, happy to be saved, will build for free, and in half the time of construction, the next 10 facilities built in your bases.

A billionaire, after seeing a Chryssalid from close enough for him, and VERY grateful, donated $10 000 000 to the XCom project.

A genius inventor specialized in weapons, gives you all knowledge about a special technology (choose a research for free about weapon/armament, or/and new type of weapon/armament, etc.).

Etc.


So the player can choose the base/city mission he is interessed in (and also can have some surprises).  :)

And, this can be done during the "liberate all cities" time or/and before/after.

6
Work In Progress / Re: Use Mind Probe on unconscious alien
« on: July 11, 2014, 07:45:57 pm »
Ok. Thanks.  :)

7
Work In Progress / Re: [Request][UI] Open door button
« on: July 11, 2014, 07:41:20 pm »
@ Solarius Scorch

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You know it already works with the R key, right?

Yes, but for players who can/want not use a keyboard.

8
Thanks for precisions. Greatly implemented.   :)
I will make some testing if I have enough time.

9
Open Feedback / Re: Forum feedback
« on: July 11, 2014, 07:15:01 pm »
What about a sexy muton's green.  8)

10
Open Feedback / Re: "OpenXCom Bug Tracker" (Feature request) question
« on: July 11, 2014, 07:13:11 pm »
Thanks, I'll look at this if I can, as I will have less free time.

11
Open Feedback / Re: Forum feedback
« on: July 11, 2014, 07:09:01 pm »
Yes, but not too agree on the choice of color.
I think red grey pink would be better (for "inoffensive" color).  :D

12
@ Solarius Scorch

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Hmm, and maybe a Muton could use his awesome muscles for seduction... :)

Muton: "I'm Sexy and I'm Hulk!"  :)

13
Open Feedback / Re: Advanced option "Alien bleeding"
« on: July 11, 2014, 12:43:42 am »
From this:

https://openxcom.org/bugs/openxcom/issues/721

It's 100% confirmed that "medkits don't work on aliens", and it work this way when the option is set to "NO".

I do not mention in my bug report that the Advanced option "Alien bleeding" was set to "YES" (viewable in the save file?).

And I don't know how it's supposed to work when this option is set to "YES".

14
Released Mods / Re: [WEAPON] Explosive bombs for Small Launcher
« on: July 10, 2014, 11:24:20 pm »
@ Fatrat

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Here's the additional ruleset with Alien Base and Cydonia alienDeployments with Elerium Bomb armed engineers. I am not sure will it break the balance or not, so i'll post this as additional "addon". Drop it in the "data/ruleset" and make sure it is loaded after the Small_Launcher_elerium_bomb.

Thanks for the file, I will try it when I have finished my "bugs research" with the original files of the game.  :)

15
@ Falko

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why am i still discussing this i dont even care about this missiontype  :o

I asked myself the same question.  :)

And then, "Perhaps finally he his interessed?"  :D

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