aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - 0xEBJC

Pages: [1] 2 3 ... 12
1
The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« on: April 24, 2024, 09:51:32 pm »
Since this missions has 'finalDestination: true', it's triggered by you having a 'spacecraft: true' craft (the Avenger) and pressing the relevant 'go to endgame' button. Edit: And having the 'unlockFinalMission: true' research, i.e. Cydonia or Bust.

Thank you, not sure if this was an original game mechanic, but it's been a very long time since I've played all the way through and didn't recall this...

2
The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« on: April 24, 2024, 09:24:37 pm »
I think I'm missing something, I on 3.2 and near the end of the game, I've completed and researched the following

Alien Lunar Colony: Core invaded
Cydonia or Bust

I've played many months now and have not triggered "Mars: Cydonia Landing"

I looked at the mission scripts, but didn't see how the alien deployment (  - type: STR_MARS_CYDONIA_LANDING) is triggered?

Just wondering what I should look for that helps me understand what triggers this deployment and what are the chance rolls for it begin triggered?

Thanks

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 16, 2024, 08:50:18 pm »
Yes, I use Excel spreadsheets with formulas for many of these things.

Would you mine share your spreadsheets and other tools that you use to forecast the game parameters?

I'm working a few different sub-mods for X-Com Files and want to carefully balance the changes.

4
The X-Com Files / Suggestions and requests
« on: April 16, 2024, 08:43:00 pm »
I'd assume that this is the best forum to discuss suggestion for future releases of the mod?


Some ideas I had: (super low priority or none at all  -- Just my thoughts  :)

- Work in story about the moon being a megstructure (Moonfall Movie)
      https://en.wikipedia.org/wiki/Moonfall_(film)
      https://www.thehofstrachronicle.com/category/arts-and-entertainment/2022/2/16/moonfall-crashes-into-megastructure-theory
      https://images.app.goo.gl/ouizoiWtnJSWgGpt9
      https://manapop.com/film/moonfall-2022-review/

- Work in story about ramjet --> scramjet (Arrow 105 having a Temporal variance) needing investigation --> back story to the UAC
      followup research (Advanced propulsion) --> followup research (Temporal Signature) --> (Temporal Detection Research)
      https://memory-alpha.fandom.com/wiki/Temporal_variance

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 16, 2024, 06:44:46 pm »
Impassible location (without destroying terrain)


I've come across this now a couple of times, in the Sea Lab Under Attack Mission, the second story of the large facility, I am unable to go to the left around the stairs without destroying the terrain, not sure if this is a bug or by design, but it feels like this is a bug.


6
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: April 13, 2024, 03:13:11 am »
When RA option is off - the game should works the same as OXCE... but it doesn't. To make RA possible, I've done many changes to the code, which affects "vanilla" accuracy, including fixes and improvements, but also new bugs.

This sounds like a big problem for BOXCE in general. :(

Not sure if this is what you are referring to:
I checked the code too, and found that RA is 'ON' when the value is '0' zero, and 'OFF' when the value is '1' one. for "realistic = 0 and Normal = 1"

There were a number of places where this value was checked and so I thought it best to not suggest changing the value to reverse 1 and 0 for the logic.

7
Yep, totally understand about effort and maintaining multiple code efforts, and from others is harder as they might have not implemented best or the way you think it works best with your other changes.

If possible, my requested would be to draw the craft that is placed last into the hangar, which would also include crafts that are sent out, upon return they would be the craft that is drawn in the hangar.

And thank you for supporting these fixes.

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 12, 2024, 11:08:42 pm »
You need a program called "worlddat", made by Volutar. Unfortunately the only link to it I could find is dead. I have it, but I'm not sure if it's OK to redistribute it - I will try to find out.

EDIT: Got the permission, you can now find the program here.

I think this is an old version?

I don't see where you can add/delete poly as discussed here: (I only see import?)
https://openxcom.org/forum/index.php?topic=530.msg5098#msg5098

is there a new version I should be hunting for? or am I missing something, I am having trouble figuring out how to use the application, the GUI doesn't have much to tell me how to edit or add ploys?

EDIT: OK after some time I figured out how to select another poly, then slice it, then move the slice to the desired location and reset the other half of the slice to the original poly and save.  Wonky, but got it done, now I have a WORLD.DAT for X-Com Files with Easter Island.  I did edit the WORLD.DAT from the X-Com Files mod and not the original XCOM one.

9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 12, 2024, 09:41:43 pm »
You need a program called "worlddat", made by Volutar. Unfortunately the only link to it I could find is dead. I have it, but I'm not sure if it's OK to redistribute it - I will try to find out.

EDIT: Got the permission, you can now find the program here.

Thank you Solarius Scorch!

Also, wondering, do you have any tools or scripts like python to automatically scan through your mod and update specific things across the code? And how do track and make changes like determining the cost ration for production, manufacturing, income, expense for soldiers, facilities, engineers, weapon damage range balance, etc. or do you just all manually? maybe with an excel spreadsheet?

10
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 12, 2024, 02:45:57 am »
Simply create the "user" folder within your installation to make OXCE use that one. Be careful about capitalization. Some programs are sensitive to it. Not sure about OXCE.
If you do not, the equivalent (on a windows machine) is "C:\Users\{username}\Documents\OpenXcom". Replace "Users" with "Documents and Settings" and "Documents" with "My Documents" for older windows.

I like to keep OXCE completely portable  8), so I have a shortcut for the binary with this as the command to execute.

"C:\Users\User\Desktop\Open-XCOM\OpenXcomEx.exe" -config .\ -data .\ -user .\

and then change C:\Users\User\Desktop\Open-XCOM\ to the location of your game directory

11
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 12, 2024, 02:29:44 am »
Is that a poem? :P
There is nothing under the island that you can build on. Open up regions_XCOMFILES.rul, delete the three Easter Islands and voila, empty ocean.

Does anyone know what would you need to do to edit the globe land values to enable Easter Island as a land location to build on?  could that be a mod or would the original DOS files need an edit?

12
Brutal AI / Re: [BUG] GUI - Extended --> Funding missalignment
« on: April 11, 2024, 07:01:03 am »
thanks for the quick reply, and I understand about Q/A review on commits :)

13
Brutal AI / [BUG] GUI - Extended --> Funding missalignment
« on: April 10, 2024, 07:36:17 pm »
I've verified this against OXCE, and this is only an issues with BRUTAL-AI.

from the Geoscape --> Extended (Menu) --> Funding (Menu)  the column header names do not align correctly.

14
Believe me, it was really hard to name those options. ...
...
...
upd:
my current guess how the description should look like:

Realistic accuracy shot dispersion:
0> Realistic - tight spread, high chance to destroy target cover  1> Normal - tighter than vanilla, wider then "Realistic"

Those updated descriptions look good and are clear.

15
OXCE Suggestions OK / Re: [SUGGESTION]Custom Hangar/Craft types
« on: April 05, 2024, 01:54:55 am »
This implementation has one big issue: sorting and allocation. Lets assume that your two hangars. One allows types {0,1,2,3} and another allows types {0,1,3,4} and here you encounter issue - which craft type should be placed first? Basically, you might end up with issue: you've bough type 3 craft and it was placed in first hangar, the second hangar is still empty. And if you're trying to buy type 2 craft, you can't because the only compatible hangar is occupied, whilst 2nd hangar is unused.

In my case, to avoid this issue, I implemented craft size parameter, allowed granulation of craft size ranges to a craft class and only then implemented multi-craft hangars support that rely on craft size to sort crafts via heuristic approach into craft slots provided by hangars.

You can take a look at my approach here:
https://github.com/WarStalkeR/OpenXcomExMore/commit/41d4bd5395ad8327cda2008c4da191300bbba3ef
https://github.com/WarStalkeR/OpenXcomExMore/commit/7a661b2b5fea8a13a2fa4b738206f76ebe48b897

I see your point.

I was thinking that when adding a new craft, the logic would check total available slots and move crafts accordingly if needed to other hangars automatically, so if a crafttype 3 was in one specific hangar and blocked another craft then crafttype 3 would just be moved to the other hangar.


i'll look at your PR and see what your approach looks like

Pages: [1] 2 3 ... 12