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Messages - eisenefaust

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1
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 02, 2016, 10:39:02 am »
Congrats! I've been waiting for this when I first heard about months ago.
I look forward to it's continual development.

2
XPiratez / Re: Let's play X-PirateZ
« on: May 02, 2016, 08:54:22 am »
Yay, I'm in your squad now. Happy to report for duty Captain o7

3
In your dreams maybe...
or 11 maybe for the coin flip?
The point is I think it's rather odd for any weapon to utilize multiple stats for accuracy or damage and no chance or raising some that it uses.
What do you think Dioxine?

4
Hi Meridian, thanks for putting in so much effort into this.
Two quick questions for you though, with override 12 through 18 and 21 would it be possible for you train reactions with an active action rather than on the the opponents turn?
Would mortar have a default override of 10?
Thanks

5
Awesome! That sounds great Yankes!

6
From: https://www.ufopaedia.org/index.php?title=Grenade

Quote
Throwing Grenades improve Throwing Accuracy, and also Firing Accuracy when enemies are caught by explosions. All enemies (if not mind controlled) caught in the blast will give experience toward firing accuracy, even if undamaged (i.e., their armor absorbed it) - see Experience.

All in all. I like Yankes idea. And this seems to me to be a feature that should be brought into OXCE to support other mods.

7
If it had both firing and throwing like the mortar then it increases both. How about iterating over the accuracy and bonus damage modifiers when damage is dealt. Anything that affects accuracy or damage gets awarded experience. Since only handling at damage dealt (would have to be before armor and resistances), this removes training via flares all together. This would also handle primed things, proximity, and guns all the same.
 I suppose I also assume which actor tried to deal damage is tied tightly to the damage already or else proximity and primed grenades awarding experience properly is more convoluted than I thought.
Thoughts?

8
Maybe I wasn't describing my thoughts accurately.
What I was thinking was when reading in the ruleset for accuracy you use that to determine experience points. You could also do something for calculating bonus damage. I haven't taken a close look at the source code, but if those places are too far separated from experience gain, then add a tracking variable in the weapon class that's built up during ruleset parsing from the accuracy and bonus damage. No special cases, no need to have lots of extra handlers per weapon.
What do you guys think?

9
Rather than kluging together all these special cases, how hard would it be to add flags for which stat to handle experience point gain on events? It seems like it would be easy to add another variable to when filling out the weapon information from the file and check which stats are used in calculating accuracy and/or damage. That would also be cleaner implementation for a generic OXCE implementation imo.

10
Yay! Second post has statstrings, static smoke, and music now!
Thanks for adding this so soon!
I found your statstring settings really interesting! I added 'T' and 't' for throwing skill with same ranges as firing skill for 'M' and 'm'.
I'm curious why you didn't have a throwing accuracy statstring already since all the bow usage? Did you find that throwing weapons fall off and everyone should go for guns, is it that throwing skill is easy to train with tossing flares that you didn't have to worry about it, or something else I'm not thinking off?

11
As far as I see in the code, there are no borders for the avatar (it is actually a 320x200 surface, i.e. fullscreen).
I could hard-code some coordinates... but it would probably not work well with different resolutions and aspect ratios...
Ok, no problem.

I was also talking to another friend of mine, who I've recently introduced XCOM to, and he was trying to equip soldiers by right-clicking them in the soldier list. What do you think about this? On some level it makes sense to me, but then again what do you do when then soldier isn't assigned to a craft?

12
Ooops sorry.
The hotkey is "M" (or anything you have bound to "Minimap" hotkey).

PS: it works only when the soldier is in the base (i.e. not on a mission)
Perfect! Thanks. Would it be possible to also have it accessed by Right-Click on Character Avatar? I just naturally tried that first, perhaps others feel the same way.

13
v2015-12-30
  + added Select Avatar GUI to Inventory (with preview!)
Hi, Thanks again for all these great improvements. I'm a little confused on how to update the avatars in this version? I've tried various things from the inventory in equip vessel screen and while on battlescape but I haven't gotten it to work yet.
How do I use this new feature?
Thanks!

14
OpenXcom Extended (OXCE) / Re: Meridian's resources and mods for X-PirateZ
« on: December 28, 2015, 08:07:43 am »
Yes, I will upload all mods when I get back home. I don't have access to them right now.
Great! Thanks very much.
It also appears to me that you are using a worksheet or something to help you figure out what is best melee and ranged weapons for the gals to use. Would you mind sharing that as well? I would find it very interesting as well.
Thanks again!

15
OpenXcom Extended (OXCE) / Re: Meridian's resources and mods for X-PirateZ
« on: December 26, 2015, 06:07:34 am »
Thanks Meridian for all the hard work you have put into this. I've been really enjoying your customizations to the project.
Do you think you also put up the zips containing your static smoke, custom music, and StatStrings? You may also consider putting a link to Dioxine's post about the barbershop to help new people find it easier.
I've been making my own custom stat strings but I'm more curious about your ranges for them all.
Thanks again! I look forward to more of your LP and updates!

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