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Messages - Unit

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1
OXCE Suggestions NEW / Re: [REQUEST] Self building enemy database
« on: November 08, 2024, 07:01:37 am »
3rd time now
I did

It's pretty self explanatory, it's not requests for private features and each query was a new thread, which is what I thought you wanted..

..if you can't just be a normal person about it go get yourself fucked

2
OXCE Suggestions NEW / Re: [REQUEST] Removed units list
« on: November 08, 2024, 06:56:43 am »
I did, champ
No point having me just read the thing again when I apparently fucked up first time, eh?

3
OXCE Suggestions NEW / Re: [REQUEST] "Pull towards" battlefield mechanic
« on: November 08, 2024, 06:55:05 am »
I did
It's not a private request for a personal mod?
It's a request for a new feature in upcoming oxce builds
What's wrong?


4
OXCE Suggestions NEW / [REQUEST] "Pull towards" battlefield mechanic
« on: November 07, 2024, 08:48:29 am »
Hi.

A "pulling" routine attached to a (weapon) attack
Like a harpoon gun that pulls the target towards the attacker/location
(And same effect in reverse)

I suppose it would need to be in some kinda for next loop
Every cell it'd have to check for blocks & obstacles
(Stop if unit will be pulled into a box, wall, window, etc)
Actually it'd be hilarious if a stumble or prone effect might ensue if that happens
Also probably need some kinda size/weight/strength check

With clever implementation it could also allow for things like ascension guns

5
Help / Re: New to modding & questions
« on: November 07, 2024, 08:34:25 am »
How to make a flickering or pulsing light radius?
Doesn't have to animate every frame just adjust every turn..

6
Help / Re: [Poll] Radiation sickness effect
« on: November 07, 2024, 07:00:04 am »
Random apply 1 of the three effects you've mentioned seems good to me..

As for effects on aliens (and other enemies) I think all enemy types should be defined with resistances, vulnerabilities & other strange reactions to various attack/damage types (like EMP might have a 5% chance to outright KO a robot but an electric attack might have a 5% chance to buff it, enrage it, make it malfunction or switch allegiance for a turn, etc)

7
OXCE Suggestions NEW / [REQUEST] Self building enemy database
« on: November 07, 2024, 04:31:08 am »
Hello again, can "alien races" (enemies) be implemented through a database-type method where we can also supply custom variables?;

My thinking is this, we would add some more data fields to aliens/enemies
Specifically
-GENOTYPE
-AGENDA
-TACTICS

the GENOTYPE corresponds to what kinda genetics the enemy has
some enemy races/clans/whatever will have their AGENDA as harvesting genetic material/collecting specimens
They'll pursue different TACTICS depending on their AGENDA

The cool thing here is they will then apply that genetic material to their genestock or create new units or modify existing units
Have a system that mixes & matches bodyparts from the sprite sheets
Add these new creations into the enemy database
They can then be used in new games

There's a lot that could be done with this but will leave off here to keep things short

ERRATA:
Genetics here would also have to be tagged onto all enemy/alien units
Consider the "snake man" alien.. He would seem to be a "Reptile", eh?
So enemies compatible with that gene can make use of these creatures
Could probably also fit robots & mechanical things into this setup too

Thank you for coming to my Ted talk..

8
OXCE Suggestions NEW / [REQUEST] Removed units list
« on: November 07, 2024, 04:18:21 am »
Hi, could you implement a method for removal of units & store them in an array with a datatag for a text string identifier

This way we can start having NPC type units that are available for a limited time (like the rosigma lads are trying for)
Also- by using the datatag identifier, we can have units removed for myriad various reasons such as "abducted" or "AWOL" or anything..

(EG: I remove 3 units and tag them as "absconded", I then have random chance per mission to have 1 or more of them present on the battle map... Units tagged "AWOL" I might do the same -and- have a small % chance for 1 or more to return via the usual unit arriving method as seen in base logs.. units marked "abducted" I can spawn in special rescue missions, etc etc)

EDIT: all stored in same "removedUnits[n]" array but each entry gets an identifier text string, if we wanted to do something with "AWOL" tagged units we just use code in the relevant event ->
if removedUnits[n]="AWOL" then { do stuff }

(I haven't declared the array properly in this example but you know whut I'm talking about, Willis) 🙃

9
OXCE Suggestions NEW / Re: [QoL] Quick-save multiple slots
« on: November 05, 2024, 03:28:23 am »
How ya gonna CTRL+99 to load that 99th slot tho'? 🤔
Ya only need the 1 slot, about 3-4 progression saves & a save called combat start

10
If There is a line count feature ....it looks like there's 19 lines of text in the page
My eyes are getting bad
Any line count over the maximum display height could just interject a text line that simply says [more] and bump subsequent text lines +1
Something like that
🤷

11
Help / Re: Temporary recruit ?
« on: November 04, 2024, 10:11:01 pm »
I'm also keen on this feature
A fella is working on a nice update for more functionality
Should be ready in a month or bit less
Keep your idea handy
Is also working on lots more battlefield stuff
And other useful things
Will report more as I hear it

12
Help / Re: New to modding & questions
« on: November 04, 2024, 10:06:46 pm »
I like the way your mind works
That's really helpful for me at this stage
Thanks so much for typing that up
I use a tiny little tablet device to access intermajigger, typing code would be a nightmare
Cheers, I will let you know how it goes..
..in a few weeks 🤭

13
Help / Re: New to modding & questions
« on: November 04, 2024, 05:04:51 pm »
That's good news
Thanks!

Still querying:
- restricted base actions (and)
- early game simple AI base self maintenance
- removal of units

14
Troubleshooting / Android issue and fix
« on: November 04, 2024, 03:53:05 pm »
Sometimes on (older?) Android systems the file structure doesn't update until you restart the device so if having that problem installing the SDK and other mods just restart between moving files

15
Help / Re: How to edit the Geoscape globe?
« on: November 04, 2024, 03:43:37 pm »
Fantastic work, champ
The world's going through some weird shit lately
What you're doing here is a good outlet
I'm keen to design a new map also, hasn't been easy
Thanks for the info & keep at it

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