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Messages - Stoddard

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1
OXCE Suggestions Rejected / Re: [Rejected] Game startup cache
« on: October 08, 2023, 05:06:52 pm »
Of what I thought over the years I knew the OXCE  the best thought was -- you can preparse YAML and save it as msgpack or something binary like that, and this will save some time at startup but at the cost of rewriting half of the game and introducing hell of a lot of bugs. I even done this exact thing in my Python experiments, but

This tradeoff just does not work. Yaml is good enough, even if a bit slow.


2
Open Feedback / Re: First person view
« on: July 02, 2023, 09:37:36 pm »
It can be made to show the view in-game, so none of this dance with external image viewers. It isn't even hard to.

Question is - who is bored enough to code this?

3
Stoddard you're probably thinking about minigun turrets. 14mm turrets are different and way harder, concussive damage does very little to these.

No, Miniguns die from a single hit, 2 if unlucky.  I admit, recoilless will have a bit easier time with them, esp with PS ammo.

Still, HELL rockets rule, they just trash everything around, cause secondaries and are so much fun.


4
CFDS: cannon fodder delivery system  ;)

5
TLDR: Would like some advice with dealing with the 2x2 chaingun turrets in ninja bases

3-4 direct hits with RPG HEAT, or 1-2 with AT rockets, or a near hit with a HELL rocket do them just fine. One person can't usually deal with it, so you mass-fire on a single turn, that's true.

2-3 volleys with PS ammo miniguns also work IIRC. I haven't tried Vulcans on them yet.

That said, I find the ninja maps too small too. Nowhere to set up a proper mortar section.

6
Offtopic / Re: XCOM Inspired Fantasy Game
« on: November 26, 2020, 10:57:54 am »
Also, Ukraine has X-COM internet provider.


There is https://www.xcom-shop.ru/ and has been since 1994. A coincidence? I do not think so.

 

7
XPiratez / Re: Xpiratez High resolution for Cutscenes and most of Ufopaedia
« on: November 12, 2020, 08:58:48 pm »
This ESRgan thing is quite curious though. I wonder if it can be used at runtime, as a zoom filter/shader option perharps

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 09, 2020, 12:23:09 pm »
I think that 'Bleat Baa' and 'Bleat Maa' special weapons would fit just fine.

9
The X-Com Files / Re: X-Com Files Copyrighted music
« on: November 08, 2020, 09:02:36 pm »
FRO_PSY.ogg, 'Frontier Psychiatrist' by The Avalanches (occurs only once in the Asylum mission) (watch the music video, you won't regret it)


Now for this I thank you very much.

10
Seriously, don't use SDL_Image for pngs, it's based on an ancient libpng version and is buggy as hell.

SDL_pnglite is much better.

11
OXCE Suggestions Archive / Re: [Suggestion] Unrecognizable units
« on: November 05, 2020, 06:11:58 pm »
The thing is, that "enemy not showing up as a red number" will still trigger reaction shots. That is where the problem is.

EDIT: Not 'is'. It only starts there/

12
OXCE Suggestions Archive / Re: [Suggestion] Unrecognizable units
« on: November 05, 2020, 02:02:31 pm »
No, the unit does not change faction, but the red square indicating the target's hostility is blocked. Only works against the player.

This is one and the same from the code point of view.
 Enemies that are not quite enemies unless conditions are in fact a new faction.


13
The X-Com Files / Re: Too much research...
« on: November 04, 2020, 04:29:07 pm »
I have no idea what the programmers thought when they came up with that one.

Well, Jake Solomon is full of shit, and that was obvious from the start. Which is why I never played nucoms. He never had it in himself to create a world. He even said it himself many times in them interviews. So he made a blinky shooter. Phew. Nothing better could have come out of this effort and didn't.

That said, even people who did have it once tend to lose it. Case in point - original Syndicate vs Satellite Reign. The latter is just meh and lots of rain.

14
OXCE Suggestions Archive / Re: [Suggestion] Base items limits
« on: November 04, 2020, 12:53:24 pm »
Well, idk. The micromanagement shit I help myself with out-of-game tools, like last.py

It did show that just a global inventory overview with search is enough to keep some semblance of order, if it allows to sell/buy/transfer stuff without much clicking  (as is the case currently since I run it on the second monitor).


The autosell feature was intended for absolutely useless crap you do not want ever like good looking stones or holdout pistols late in the game in xpiratez. Why would anyone expect more from it I can't fathom.

15
OXCE Suggestions Archive / Re: [Suggestion] Base items limits
« on: November 03, 2020, 02:10:01 pm »
We have multiple bases.

Per-base limits would be tedious to set up, global limits would be useless since people often set up dumpster bases with lots of storage,
and combat bases where attack craft is based, so what is needed is to transfer some of the crap to the dumpster base(s), and sell it only if all dumpster bases overflow... also set up priorities what gets sold first to make some space, also send some particular shit to bases with workshops to get disassembled or whatever .. where the disassemble jobs would get triggered on arrival --- you see this blows up into an ERM system.

I don't think we're going to make one out of the engine just yet

I don't know how to make this simple to use, but I think this is not it.


EDIT:

You see, my use case would be  - one to three production bases, where I also have assault transports, and about four outpost/storage bases where I have some interceptors and lots of storage.

Most of loot comes from the assault teams, but some comes from interceptors taking care of small craft they shoot down themselves.

So what I care about is that ammo gets restocked at outposts, while stocks of materials for its production are kept at some sane volume on production bases, and any researchable items  get sent to the research base (usually one, but might be two of them).

And all prisoners get sent to the prison base where they would be either robbed, enslaved or kept for research.

Simple item count limits are practically useless in this scenario.


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