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Messages - SuperCaffeineDude

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1
Forgive me, I had an idea recently regarding this, though I understand the Mana-system seems pretty well utilized as "Stress"/"Sanity"/"Fatigue" at this point. This is playing on my mind though so I'd thought I'd jot it down...

“Stress” and it's effects seem largely synonymous with "bravery", it's just a middleman really.
Likewise "Fatigue" perhaps it's fair to say is largely a "stamina" effect.

Maybe more active modders can give there takes on this, but would it not be easier just to have the condition of Bravery/Stamina  carried onto the campaign-space like health and mana from the mission-space?

i.e. stamina and bravery get a “replenishAfterMission: false” or a "replenishAfterMission 0.8" (so they for a while at a 20% disadvantage from "fresh" infantry)

So bravery and stamina refills to a minimum and then slowly recovers over time or through facilities/abilities.
This feels a lot easier for a player to digest and you get 2 types of fatigue (physical & mental).

Possible con; Player could milk turns to recover Bravery/Stamina, so there would need to be a "max_BraveryRecovery_InBttle" perhaps. Could be harder to balance.

To help communicate trooper-states on the assign menu it could flash between “Wounded” > “Unnerved” > "Tired" > “Transport Craft” > etc (there might be tiers of descriptors like "exhausted" to indicate further grades of severity, or just display the value i.e. "Tired>20").

Whether being unrecovered fully in health, stamina, or bravery prevents that unit from going on mission might be definable, and a useful tool might be a "Performance Modifier" limiting that soldiers other statistics besides health/bravery/stamina (i.e. accuracy and strength) on the condition that this unit was deployed with say 20% less than its maximum health/bravery/stamina.

This way "mana" is now free to fill another gap (spells/food/friends/whatever), and we no longer need a bespoke slot for "Stress" and "Fatigue"

Sorry I will now disappear again  :-X -smoke bomb-

2
40k / Re: Sharing Is Caring (Contributions)
« on: March 05, 2024, 06:30:44 am »
Not much, just bored, maybe someone can run with the idea.

Hrud 2x2 Loxatl 1x1 Rak'Gol 2x2

They're often alluded to in 40k, the Hrud are a subterranean/stranger-things monsters that warp time, sometimes they flee when they sense incoming doom, Loxatl are prolific mercenaries of Chaos with shotgun rigs, Rak'Gol are a faction of Pirates like Dark-Eldar with Ork-ish tech.

3
Work In Progress / Re: Caffeinated Xcom [WIP]
« on: January 11, 2024, 05:09:57 pm »
Hi there man, I think I am, I'm flattered by the interest, "promising" is probably generous though lol.

It's easy for me to spitball and imagine, but ideas are cheap and I'm embarrassingly fickle once I have to do something other than sketch out paperdolls or write fan-fic.
Kudos to everyone that is putting the work in, I feel very humbled, especially when I look at the community's larger projects.

Honestly I am not actively playing Xcom, and my full-time work as a baker often wipes me out, I very briefly worked on it in May 2023 after I had thoughts of doing vehicles, and shrinking down guns.
I stopped because then I started thinking of a million other things, and if I'm going to be doing all this work, why am I not doing XYZ?

I'll reformat the concept to be more "up-to-date", but in general my hobby is just the ideas themselves, so it's likely nothing to get excited about.

That said here's some more nonsense...
Spoiler:



All the best and a belated happy new year to everyone.

4
Open Feedback / Re: Does XCOM need to manufacture *everything*?
« on: June 18, 2023, 10:40:45 am »
I think high yield isn't really an argument to bypass manufacture.

I believe xcom is a top secret service agency, it has its own R&D on-site in-game, you would imagine it doesn't really want to involve large companies out there that know about Xcom, or with their own agenders. Xcom is a small force at the bleeding-edge, less so a large multi-national army like the UN or simply a spec-ops department (like SEALs/SAS/etc.), everything is played close to their chests.

I believe there are some mods available where there are consequences & rewards to releasing tech, I'm not sure if they tie it to the market, and I think some mods have advancing technology dates; where civilian soldiers get lasers and the black-market options expand simply by nations/companies own R&D.

The game mostly operates around the salvage & conservation of resources against a technologically superior foe, you'd take a lot of the fun out of the game if you feel uninvested in the equipment on your grunts.

5
OXCE Support Y-scripts / Re: Boosting stats for a turn
« on: November 28, 2019, 08:13:50 pm »
Huh, the psi-amp sounds like a good tip  :D

I've had a look at your  [Documentation] post, it's been most of my insight lol.

Perhaps I could do something similar to your "poison bullets"

So it inflicts an increase in the desired stat (i.e. +1), then negates it entirely the next turn (i.e. -1) I'll give it a go

Question: "offset: 1" does that mean carry out effect next turn or??  :P

6
OXCE Support Y-scripts / [Solved] Boosting stats for a turn
« on: November 28, 2019, 06:35:29 pm »
Is there a way to have the effects of a stat like shooting/melee temporarily boosted/negated for 1 turn by another unit? (not permanently boosted?)

Example; Officer has a radio that he uses on a rookie to tell him to remember his training
Psi-Unit uses an attack to warp an enemy's perception, that reduces their chance to hit that turn

7
Help / Re: Inventory rejigging
« on: November 28, 2019, 01:32:08 pm »
I just thought I'd mention the visual-error, I'm mucking around atm, I was going to put a static item in the left-hand and put it off screen, but it seems I may be able to just use a black box to hide that inventory space.

I have ideas for using the left-hand now for universal soldier abilities now.

8
Help / Re: Inventory rejigging
« on: November 27, 2019, 09:55:10 am »
Just some notes,

Code: [Select]
  - id: STR_RIGHT_HAND
    x: -99999
    y: -99999

Will hide the right hand from view

Code: [Select]
  - id: STR_RIGHT_HAND
    x: -999999
    y: -999999

Will cause visual errors (too large a number?)

Idea: Right hand (in example) would still be visible in battle, but could be used to host armor attacks/abilities

WIP: Rename using "extraStrings:"

9
Help / Re: Inventory rejigging
« on: November 24, 2019, 09:45:15 pm »
Ah, well that seems to be that  :P thanks Meridian

Am I right in thinking some mods just block slots (like the backpack or left-hand) with a static item (like a shield)?

I guess I'll adjust the hardcoded items to look more like what I have in mind.

Cheers!

10
Help / Inventory rejigging
« on: November 24, 2019, 04:24:09 pm »
I'm adjusting the space weapons take up, and the like.

I've created a 4x1 weapon, a mosin-rifle resting horizontally (3*width is too small imo).

When an item is picked up by the cursor for placement the image crops to a different size, is there a way to stop or redefine the cropping?
Also the weapon seems tricky to get into the inventory (need to test more)

Lastly is there a way to delete inventory space without causing errors?
For example, when I delete the left hand an error occurs when the battle is started (I guess because of the aliens trying to access it)
Code: [Select]
invs:
  - delete: STR_LEFT_HAND


I essentially am trying to make a new inventory that has only...

Wielded Item 3x4 *1 (type: anything)
Slung Item 3x4 *1 (type: gun/corpse)
Quickdraw Item 1x2 *2 (type: gun/melee)
Utility Storage 1x1 *4 (type: ammo/grenades etc)

Interested in knowing if this is feasible with basic adjustments.

11
Help / Re: Mana simulating Fatigue/PTS/Trauma
« on: November 19, 2019, 12:56:11 pm »
Riiiiiiiiiiiiiiiiiiiiiiiighty so I have blundered my way through this...

Code: [Select]
armors:
  - delete: STR_NONE_UC
  - type: STR_COVERALL_UC
    spriteSheet: XCOM_0.PCK
    spriteInv: MAN_0
    spriteFaceGroup: 6
    spriteFaceColor: [96, 96, 96, 96, 160, 160, 163, 163] #M0 F0 M1 F1 M2 F2 M3 F3
    spriteHairGroup: 9
    spriteHairColor: [144, 144, 164, 164, 245, 245, 166, 166] #M0 F0 M1 F1 M2 F2 M3 F3
    storeItem: STR_NONE
    corpseBattle:
      - STR_CORPSE
    frontArmor: 12
    sideArmor: 8
    rearArmor: 5
    underArmor: 2
    damageModifier:
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 1.2
      - 1.6
      - 1.0
    loftempsSet: [ 3 ]
    scripts:
      createUnit: |
        var int rngValue;
        var int newManaValue;
        battle_game.randomRange rngValue 0 10;
        unit.getMana newManaValue;
        sub newManaValue rngValue;
        unit.setMana newManaValue;
        return;


This takes away a random amount of mana between 0-10 at the very start of mission, this may be useful to someone so I'll leave this here

This is obviously very basic, but much better than the grenades thank you ohartenstein23.

What I'd like is...

Change the name of STR_Mana to "Stress"/X
Colour change of Mana bar to black/X (it's not going to be a good thing to have)
Have effect to signify the stat hit

Have effects created by too much mana similar to X-files/Piratez.

12
Help / Re: Mana simulating Fatigue/PTS/Trauma
« on: November 17, 2019, 03:57:42 pm »
`flatHundred` is dummy stat that always equal to 100, similar to `flatOne` that is always equal to 1.
And no, if result of this whole bonus is less than `0.5` then nothing will be changed, because game use round values.

`flatHundred: -0.016` ->  -2
`flatHundred: -0.01` ->  -1
`flatHundred: -0.007` ->  -1
`flatHundred: -0.003` ->  0

Thanks, seems sensible.

Request

I have hit a wall with the concept/practice of having Soldiers come with turn-0 grenades that drain the their own mana, as they (seem) to need to be triggered by the player, and cannot have their fuses primed by the computer.

What may be sensible is to have the LandingZone drop mana explosions instead.

I want to do something like this...
Code: [Select]
  - type: STR_FIRESTORM
    soldiers: 10
    vehicles: 1
    battlescapeTerrainData:
      name: FIRES
      mapDataSets:
        - BLANKS
        - LIGHTNIN
      mapBlocks:
        - name: FIRES
          width: 10
          length: 10
          items:
STR_ONETILEMANABOMB:
     - [5, 3, 1]
     - [5, 4, 1]
     #etc.
          fuseTimers:
STR_ONETILEMANABOMB: [0, 0]
    deployment:
      - [5, 3, 1, 2] # at each axis place bomb
      - [5, 4, 1, 2]
      - [4, 3, 1, 2]
      - [4, 4, 1, 2]
      - [4, 2, 1, 2]
      - [4, 5, 1, 2]
      - [3, 2, 1, 2]
      - [3, 5, 1, 2]
      - [2, 3, 1, 2]
      - [2, 4, 1, 2]

Does anyone have a basic RUL file for the SKYRANGER and other transports? I'd like to see if I can achieve this effect of each mission draining mana, rather than each turn.  :P

Also how does this fuse work, i.e. "STR_TIMEBOMB: [0, 0]" does it cause an explosion before or after the players turn? (Honestly I'm hoping before or this'll be really janky)

13
Help / Re: Mana simulating Fatigue
« on: November 16, 2019, 09:45:26 am »
Ah I see you use armor recovery, as I kind of thought initally, silly me.

Code: [Select]
    recovery:
      mana:
        flatHundred: -0.01

Not sure what I must of been looking at, sorry for the confusion.

So question: "flatHundred" what does that do?

Also what would occur if the value was -0.0025? would mana decrease by 1 tick per 4 turns?

...

Thoughts... can Xcom armor be made to cause mana damage on death (i.e. explode dealing mana damage)?

If so maybe a large mana explosion 10 squares or so, could be triggered, simulating seeing/hearing a friend die...
An initial mana explosion could be triggered at the start of a battle, just simulating general fatigue...
Each hit of a weapon could also deal mana damage simulating a near death experience maybe...

An armor could reduce this effect by making the user feel "safe" i.e. a jumpsuit makes them feel exposed, a shield makes them feel safer.
High morale and energy could maybe resist the effect.

Idea: Invert it to something that accumulates from 0 to X, label it Trauma. i.e. David Smith starts with 0 Trauma, but ends up with 23 Trauma, he is left to R&R which reduces his Trauma back to 0.

14
Help / Re: Mana simulating Fatigue
« on: November 14, 2019, 04:12:31 am »
Quote
Mana is recovered every day by an amount determined by base buildings. (Default: none.)

This part is good no worries  :)

Basically I'm not really after other ways to replenish it, just ways to take it away once per mission.

So I have all soldiers start with 10 mana -easy-
I have their base attributes degrade when mana is lost -unsure-
I have their mana degrade once every mission -unsure-
Have mana regained at base -easy-

My thoughts...
Each armor could consume 1 mana, but this is per turn not once per-mission
An explosive goes off in transport consuming 1 mana

Another idea might be that a unit spawns with grenade that takes 1 mana

something like...
isExplodingInHands true
blastRadius 1
Damage ToMorale

Not really sure how to make them spawn with something like that though.

15
The X-Com Files / Re: car and van trajectories
« on: November 14, 2019, 03:16:02 am »
This is probably awful so I'm not really suggesting it, just speculating.

Spawn alien bases around globe as "airports", roll a cutscene "you depart from x to y" with a nice few of slides like...
-you drive to the airport-
-you check your luggage in, you take nothing suspicious-
-you fly off to your destination-
 
In addition spawn alt mission if the player is close enough to drive to, bonus maybe being they can bring what they like.

-insert desired mission-

missionXCompleted research awarded
baseSelfDestructCode destroys all airports (to remove mission).

Obviously an actual flight in a civilian aircraft is a little too much to simulate, as would be the passage of time, so probably the most accurate way to portray those steps is to just average out the the x-hour drive and y-hours of flight. as you do now.

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