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Messages - yergnoor

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1
XPiratez / Re: [MAIN] XPiratez - N9.7.7 12-Sep-2024 Second Coming
« on: September 16, 2024, 08:20:49 am »
In the latest version, I feel that the game becomes a bit too easy if all the shipping information is revealed on radar detection. Is there a way to like... hide info until the said info is researched? That is, in the Shipping Detected window, I think it would make sense if the Vessel Class would only be revealed if the said vessel documentation is researched. Same with the flag; only reveal the faction if the appropriate faction has been researched. It makes no sense that you'd know which one it is if you've never heard about them before. And the same goes for the Mission. I don't know if doing such things is moddable tho.
I would like to add a feature like this as a mod to a vanilla game and was wondering if it could be implemented - https://openxcom.org/forum/index.php?topic=12063.0
As it turns out, this is almost impossible in the existing OXCE. Only partially and only by greatly complicating the mod.

2
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: September 07, 2024, 01:09:54 pm »
It seems my posts with regards to my successful 7.14 oxce xp 32-bit build are gone. Are they not acceptable?
Perhaps you mean those posts that were highlighted in a separate topic - https://openxcom.org/forum/index.php?topic=12188.0 ?  There they will be more accessible and will not get lost among messages on another topic.

3
OXCE Suggestions DONE / Re: [DONE][Suggestion] Ground Page Numeration
« on: September 03, 2024, 10:52:58 am »
Im not sure where its located, I searched the options.cfg but it doesnt appear
In the file of the language you are using, located in the folder /standard/xcom1/Language/
If you play TFTD, then in the folder /standard/xcom2/Language/

4
This is already from the series "PSI-minigun".
I don’t know what exactly is meant by “PSI-minigun”, probably another wild idea, but I’ll explain why I expressed my idea exactly the way it is.
Teaching enemies in OpenXcom to use first aid kits, even in a vanilla game, is not a trivial task.  This, as for me, goes beyond the scope of even OXCE (similar proposals have already been made and, as far as I remember, were rejected), rather they should be addressed to Brutal OXC.  Simply because in both OXC and OXCE, enemies act individually, with almost no cooperation.  Well, excluding the added mechanics of spotter-snipers, but even with that, each enemy acts individually, and not as part of a general plan, unlike the player’s units.
If you teach enemies to use first aid kits, this will lead to the fact that, in an effort to heal their wounded relatives, they will run out into the open, to the victim, where they will become easy prey.  This will be especially bad for injured terrorists with melee attacks, who are forced to approach the player's soldiers in order to attack them.  The enemy medic is unlikely to be able to catch up with the victim and heal him, and with a high probability he will simply die in vain.  After all, the person being healed will not retreat to some kind of shelter for the duration of treatment, but will continue to rush to attack.  Therefore, using a traditional contact first aid kit will be of little benefit to enemies.
Hence the idea of ​​remote treatment, so that enemy medics can treat their wounded from a great distance and even hide in cover after such a “shot”, if they can.  Instead of running headlong across half the battlefield and not even having time to heal a dying comrade due to a lack of action points.
The use of a shot is precisely because the artificial intelligence algorithms of enemy units already have everything for this - after all, they know how to shoot from conventional weapons.  In this case, it is only necessary that the most affected relatives be considered as a target.
Well, I wrote from the very beginning that the idea was crazy.  And most likely it will also not fit into the restrictions with which OXCE is being developed.  As well as the idea of ​​teaching enemies to use regular first aid kits.

5
But it would be relatively easy to implement.
Self-heal that is.
Healing another unit would be more complicated.
Just a crazy idea, is it possible to implement a weapon with negative damage that ignores armor?    Some opponents could then be turned into medics if they knew how to target wounded comrades below a certain health limit as targets for such weapons.    This weapon can be thought of as a kind of high-tech remote healing device, firing disposable injectors containing healing substances.

6
OXCE Support / Re: Trouble installing OXCE v7.13
« on: August 03, 2024, 05:04:06 pm »
This means that some changes in the game application seemed suspicious to Play Protection.  And to install the game, you will have to disable this very Play Protection in the Google Play settings, at least temporarily.  Recently, many applications that are not posted on Google Play cannot pass verification during installation.  And often the reasons for this are unclear.

7
OXCE Support / Re: Trouble installing OXCE v7.13
« on: August 03, 2024, 11:35:12 am »
The android version won't install (on Android 14) when a previous version is installed. Android asks if I want to update, I say yes, and then it says "App not installed as package conflicts with an existing package."
The latest version of OXCE on Android is signed with a different certificate, which is why it is not possible to simply install it on top of the previous one.  Perhaps it has something to do with this
Stoddard's build farm died (probably permanently), so we're building (almost) everything manually.
In addition, older versions used an outdated v1 signature, which is considered not reliable enough.  This is not a particularly big problem, but in the latest Androids, over time, it may become difficult to install only v1-signed applications; for example, Play Protection will not allow them to be installed.  The new signature is already v1+v2+v3, which will avoid such problems.

8
Thanks, interesting approach to the problem.  But I still foresee some problems.  For example, as far as I understand, missions are distributed once a month.  At least that's how UFO works in the original, and it wasn't intended to radically change the game.  What I was thinking about (or rather dreaming about, since I’m not sure if I’ll move on to actually creating a mod, although I’ve already thought about it quite well) is a rebalance, and not a complete conversion.  Then the study of a new race of aliens will lead to a change in missions with them only in the next month, but the study may be completed in the first days of the month, and the Hyper-Wave Decoder will begin to show this race only in a few weeks.  For players, this behavior of the game will look very unnatural.

9
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: June 24, 2024, 06:27:08 pm »
Yep, you gotta be careful in base defence missions.
On YouTube, one of the comments recently described a strange outcome of a base defense mission, when after using heavy weapons... the Access Lift module disappeared.  At the same time, 3 hangars lost contact with all other modules of the base.  But there was no more information and it is unclear how this could happen, because the Access Lift should be indestructible.  True, the base was changed by a mod, maybe that’s the problem.

10
I looked in the mod files and found quite serious changes in the operation of radars.
Code: [Select]
# Fix the RADAR SYSTEMS

  - type: STR_SMALL_RADAR_SYSTEM
    listOrder: 6500
    buildCost: 350000 #buildCost: 500000
    buildTime: 8 #buildTime: 12
    monthlyCost: 10000
    radarRange: 1500 #radarRange: 1500 (1500 is minimum allowed in the game)
    radarChance: 20 #radarChance: 10

  - type: STR_LARGE_RADAR_SYSTEM
    listOrder: 6600
    buildCost: 600000 #buildCost: 800000
    buildTime: 15 #buildTime: 25
    monthlyCost: 30000 #monthlyCost: 15000
    radarRange: 2250 #radarRange: 2250, perhaps should be increased a little, but less that the aircraft flying distance
    radarChance: 5 #radarChance: 20

  - type: STR_HYPER_WAVE_DECODER
    listOrder: 6650
    requires:
      - STR_HYPER_WAVE_DECODER
    buildCost: 1800000 #buildCost: 1400000
    buildTime: 20 #buildTime: 26
    monthlyCost: 90000 #monthlyCost: 30000
    radarRange: 1900 #radarRange: 2400
    radarChance: 85 #radarChance: 100, perhaps should be 75
On each line, the options to the left of the "#" sign are what the mod sets.  And on the right are the parameters from the original game.  As you can see, the detection chance for a small radar is increased by 2 times, and for a large one it is reduced by 4 times.  That is, if after building a large one you remove the small one, then the base will detect much fewer enemies.  It is better to leave the small radar.

But even in this case, UFOs flying outside the range of the small radar will be detected very poorly - much worse than in the original game.

11
I'm understood, thank you.

  Then I'll pose the question differently.   If it is impossible to achieve such a change in the game’s operation in a simple way, all that remains is to ask to add a new parameter to the characteristics of the Hyper-Wave Decoder in OpenXcom Extended itself.   A parameter with three flags - to display ships, the alien race and the mission they are performing.   So that by default everything would work as it did in the vanilla game, but you could change the operation of the Decoder as I described.   Of course, it is not a fact that the proposal will be accepted.   But first I would like to know the opinions of the mod creators, are they interested in something like this?   Only for myself I wouldn’t ask.   It seems to me that such a new product would be suitable for those mods in which the game is deliberately made more difficult.

12
Judging by the response, this seems quite difficult to do.  And besides, the problem is solved only partially, as I understand, only the display of the UFO type will be limited.  For me, it would be more important to display the type of mission, because it is thanks to knowing for what purpose the aliens are flying that the player can plan responses so well.  Which UFO must be shot down, and which one should be allowed to land and be captured intact.  But at the same time, it is not at all necessary to rush to interrogate prisoners in order to find out about the missions they are performing.

13
Is it possible to make a mod to limit the functionality of the Hyper-Wave Decoder so that the result of UFO detection depends on the results of the research of X-Com scientists?  Or perhaps such a mod already exists?

 Let me explain.

 In the vanilla game, building a Hyper-Wave Decoder immediately provides complete information about any type of ship, any alien race and any mission they are performing.  And even about previously unseen ships, unknown opponents and yet unknown missions.  Which seems illogical to me, a kind of deception, because for some reason the X-Com scientists conduct these studies, studying aliens and interrogating them, that is, initially they do not even know their names, but at the same time the Decoder shows these names immediately.  The fact that the player already knows everything from playing the game for the hundredth time, or from reading the manual on the Internet, should not affect the knowledge of X-Com members within the game.  Therefore, I would like the names of alien ships, the aliens flying in them and the type of mission they are performing to be issued by the Hyper-Wave Decoder only if the corresponding research topic has already been studied, coinciding with the corresponding name of the ship, the aliens on it or the type of mission  .  The data obtained during the research should help to correctly decipher the signals received by the Decoder.  Otherwise, the message “Unknown” or just a dash will be displayed.  This would encourage the player to explore things that are usually put aside as less important research.

 For the vanilla game, these are the names of the studies associated with the lines that the Hyper-Wave Decoder shows:

 Alien Races: STR_SECTOID, STR_SNAKEMAN, STR_ETHEREAL, STR_MUTON, STR_FLOATER

 Mission types: STR_ALIEN_RESEARCH, STR_ALIEN_HARVEST, STR_ALIEN_ABDUCTION, STR_ALIEN_INFILTRATION, STR_ALIEN_BASE, STR_ALIEN_TERROR, STR_ALIEN_RETALIATION, STR_ALIEN_SUPPLY

 Ship types: STR_SMALL_SCOUT, STR_MEDIUM_SCOUT, STR_LARGE_SCOUT, STR_HARVESTER, STR_ABDUCTOR, STR_TERROR_SHIP, STR_BATTLESHIP, STR_SUPPLY_SHIP

 Therefore, the question is: does such a mod exist, and if it does not exist yet, is it possible in principle, without changing the executable file?  I assume that if possible, then only in OpenXcom Extended, maybe using scripts?

 I apologize if the question has already been raised.  As a non-English speaker, it is difficult for me to formulate the correct query to search the forum.

14
The X-Com Files / Re: [submod] X-Com Files: More UFOs (1.0.0)
« on: June 12, 2024, 06:51:50 am »
Greetings.
Could you make a version of this mod for vanilla UFO? I know about "Tnarg's and Meson's UFOs" and would like to use it, but I would also like to have rotated versions of the alien ships, which are in this mod but not in its predecessor.
P.S. A built-in translation into Russian would also be very useful, although I could do it myself. This is the only thing I know how to do with mods.

15
No, each warehouse only has 50 storage spaces.  But at the initial base there are 3 hangars, in which there are 5 more places.  That’s why it comes out to 65 (50+5*3).  In hangars, not in a warehouse.  Build a base with only one warehouse and no hangars (or dismantle all the hangars at the starting base) and you will get 50 storage spaces and no more.  Hangars provide the supplement, and there cannot be too many of them at bases.

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