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Messages - Kato

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1
XPiratez / Re: What is the border between plagiarism and inspiration?
« on: June 08, 2023, 09:59:34 am »
Kato stole my setting and title of the mod for his commercial book, used all the basic lore but changed whatever he wanted, not ashamed at all. It might be ethically questionable to many people, of course, and for a good reason, but personally, privately, I don't mind. Art must flow, and I don't feel threatened at all by such plagiarism. I'm unique enough to treat it as advertisement.

Final words there.

Since I don't read this forum, I don't know what "nice" words people here say when they mention me. It is unfortunate to know that a man whose game I was a fan of, decided without any reason to slander my name. Thanks to the guys who showed me this toxic post overwhelmed with slander.
1. "Commercial book" - that book never supposed to be commercial. It is just a fanfiction for me and my friends which I started making long time ago, in middle-2010s.
2. "Stole the setting" - slandering again. Maybe some people can't see the difference between inspiration and thievery. And yes, there ARE credits for XPZ and its author and always been. The proof link is this VK post: https://vk.com/photo-171527256_456239583 - please pay attention to the date and carefully read the texts in the picture.
3. "Plagiarism" - really nice signal for anyone who want to make a fanfiction on anything. Be prepared to be called a plagiarist for no reason.
4. The author of XPZ knew that I was writing non-commercial fanfiction based on his game, long time ago. But he never said that I was doing something bad.

Of course, even if I say "stop shitting on me for no reason, please" - that won't stop anyone in the Internet. So, have a good time everyone! And take care.
Sincerely, Ivan "Kato" Evseev - common guy who loved XPZ and wanted to make cool stuff for it.

2
Thank you, Meridian >^_^<

3
It's called a 'thought experiment', duh.

Ok, deep breath and one more time. Base in France - we recruit a soldier - they have French name and French flag (or X name and X flag if we have another base in X). That is how it must work.
If it is not possible to implement and never will be possible - forget it then. Because Victor Gusev with Japan flag WILL be a {bug} (insert any word in {} as a synonim of some unpleasant fluff).

Also, noticed the post with renamings while was typing this one. Yes, good idea, already did it.

4
On the SOLDIERS screen, every soldier entry occupies 8 pixels. Creating 8 pixel high flags is impossible.
Meant 30x20 flags in their "personal file" >_<

No, nationality by name is not a thing.
Much clear example: we have bases in USA, Japan and Germany. Nam files are binded to countries by modder. When hiring a soldier, they got American, Japanese or German name by random. Then they arrive to the base, we open the personal file and see that flag is Kazakhstan - wrong random nationality, a bug. Is there any way to fix it?

Maybe something like this:
Code: [Select]
country: STR_USA
region: STR_NORTH_AMERICA
nationality: 2             #default -1=any. USA is 2 in XCF - and user's locale doesn't matter now because we can bind nationality number to nam file this way
maleFirst:
  - David
  - Samuel
  - Morgan
  - Bruce
femaleFirst:
  - Jessica
  - Sigourney
  - Halle
  - Whoopi
maleLast:
  - Copperfield
  - Jackson
  - Freeman
  - Willis
it means: when x-base in country USA or region North America, this file can be used for recruited soldiers. And nationality wof the soldier will be set as 2.

5
Oh, that looks cool.
Can it work with neutral territories too? (there are 8 free cities in Piratez, these people must come when you have a base outside of any state borders)

And of course David Freeman must have American national flag on SOLDIERS screen. How to tie this and that?

We already have "name defined by nationality" mechanic - optimal for manufactured/event-spawned soldiers.
Can it work vice versa (nationality defined by name) in case of hiring via PURCHASE/RECRUIT ?

6
Maybe it would be more reasonable to have region-specific soldiers (instead of only Japanese, Chinese and Korean too)

This can work that way:

Code: [Select]
  - type: STR_SOLDIER
    hiringPools:
      - STR_JAPAN: 0
      - <the rest of countries>
When you have a base in Japan, your recruits will be of Japan nationality (0 in this example).



Code: [Select]
  - type: STR_SOLDIER
    hiringPools:
      - STR_JAPAN: [0, 2, 3]
      - <the rest of countries>
When you have a base in Japan, your recruits will be of Japan, Chinese and Korean nationality (0 in this example).

So everyone can set hiringPools for his needs - will there be a single nation per country with x-base presence? Or maybe list of nations? Or maybe even all nations (-1)?

7
OXCE Suggestions DONE / [DONE][Suggestion] Spawning weapons with loaded ammo
« on: September 23, 2022, 07:33:10 pm »
We have items: STR_PISTOL (weapon), STR_PISTOL_CLIP (ammo item for our weapon, clip size is N - let it be 12 for example).

Possible situations:

1.
Code: [Select]
    mapBlocks:
        items:
          STR_PISTOL:
            - [1, 1, 1]
Result: there is 1 item in the tile - a pistol with no ammo loaded.

2.
Code: [Select]
    mapBlocks:
        items:
          STR_PISTOL, {STR_PISTOL_CLIP}:
            - [1, 1, 1]
Result: there is a pistol with ammo item loaded, ammo quantity is 12.

3.
Code: [Select]
    mapBlocks:
        items:
          STR_PISTOL, {STR_PISTOL_CLIP, 9}:
            - [1, 1, 1]
Result: there is a pistol with ammo item loaded, ammo quantity is 9.

4.
Code: [Select]
    mapBlocks:
        items:
          STR_PISTOL, {STR_RIFLE_CLIP}:
            - [1, 1, 1]
Result: there are 2 separate items in the tile - a pistol with no ammo loaded and a rifle clip. Because STR_RIFLE_CLIP is not compatible ammo for STR_PISTOL.

5.
Code: [Select]
    mapBlocks:
        items:
          STR_PISTOL, {STR_RIFLE}, {STR_PISTOL_CLIP}:
            - [1, 1, 1]
Result: there are 3 separate items in the tile - a pistol with no ammo loaded, a rifle with no ammo loaded and a pistol clip. Because STR_RIFLE is not compatible ammo for STR_PISTOL and STR_PISTOL_CLIP is defined as ammo item for ammo slot #2, but STR_PISTOL have only 1 ammo slot.

6. Now we have multiammo gun with 3 ammo slots.
Code: [Select]
    mapBlocks:
        items:
          STR_MULTIAMMO_GUN, {STR_MULTIAMMO_GUN_CLIP_A}, {}, {STR_MULTIAMMO_GUN_CLIP_C, 3}:
            - [1, 1, 1]
Result: there is a multiammo gun in the tile. It is loaded with STR_MULTIAMMO_GUN_CLIP_A in ammo slot #1, ammo quantity is default for this ammo item. Ammo slot #2 is empty. Ammo slot #3: there is STR_MULTIAMMO_GUN_CLIP_C loaded, ammo quantity is 3.

Ammo quantity cannot be negative or zero. When trying to set ammo quantity bigger than ammo item clipSize, it will return item clipSize.

This conception gonna be useful in situations when you
- find a treasure;
- exploring an old battlefield;
- trying to rob military stores;
- in any situation when you need a loaded weapon on your map.

8
XPiratez / Re: Bugs & Crash Reports
« on: August 07, 2022, 02:22:05 pm »
PARTY DRESS /CAT has Bare Hands instead of Nekomimi claws. Is this intended?
A bug. Must be claws.

9
Thank you >^_^<

10
WIP.
Kato never asked anything for no reason.

11
Not yet.

12
We can set nationality for spawnedSoldier, but their names are still random.
Currently, "nationality: X" means that unit will get flag number X, but theit names belong to random national names pool. It would be nice if the name of spawnedSoldier always corresponds to their nationality. E.g. Winter Queen in XPZ can always be russian.

13
The X-Com Files / Re: XCF Cyrillic Names question
« on: July 20, 2022, 11:21:37 am »
XCF Cyr Names - build Camio (81 nations + 5 minorities)
based on XCF git version 22/JUL/2022

14
The X-Com Files / Re: XCF Cyrillic Names question
« on: June 17, 2022, 05:10:30 pm »
Everything I wanted to do, I did. If you continue to develop your submod, you can use my work.
Thanks, no. Cyr Names was my mod, and every single name in it translated manually, taking into account the pronunciation of national names by native speakers. Not google translate ctrl-c ctrl-v.
You may continue to develop your submod if you wish to improve your skills, but this is what it is: a sandbox.

For everyone: next Cyr Names release will be in July. Sorry for updating it too slow; it's harder than it looks.

15
The X-Com Files / Re: XCF Cyrillic Names question
« on: June 17, 2022, 02:38:04 pm »
Contact me for XCF Cyr names please (to avoid misunderstandings, unnecessary jobs etc.)

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