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Messages - bladum

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1
XPiratez / Re: Bladum's ideas compilation
« on: November 30, 2016, 10:13:31 pm »
it is in sync :)

2
XPiratez / Re: Bladum's ideas compilation
« on: November 28, 2016, 09:28:21 pm »
git repo, sorry for not perfect docs / code quality

https://github.com/Bladum/OXCE-Bladum

3
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 22, 2016, 09:06:00 am »
So it is triggered by research? Fair enough, since research can be autocompleted at game start or somesuch. I was hoping for a global list as well, where you could simply define different eco-events to be triggered at random each week or month, with some of them blocked off by research (akin to missionScripts). Also absolutely needs a popup feedback window that informs the player what the hell is going on.

my idea was:

system is triggered by ( via ecoChange: tag):
- research once completed, it changes array of ecoCategory to some extent
- facility, once builded
- any other event ?

system may impact by (via ecoCategory tag):
- research time cost
- buy & sell item cost (firearms, armours, crafts & craft weapons)
- manufacture build cost & time cost
- facility build cost
- any other cost ?

4
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 22, 2016, 01:07:27 am »
research:
  ecoCategory: [ "laser", "alien", "complex" ]           # this is how you can define category for research
  ecoChange:                                                        # this is how you can trigger it
    - [ "buy", "wooden", -0.5, 3, 12]                        # we may add Chance here too

same for manufacturing, facilities, items, etc....

imagine high technology that triggers sells price for all standard weapons by 50% as they are already obsolete ?

simple as it is

5
XPiratez / Re: [MAIN] XPiratez - 0.99E.2 - 18 Nov - Dead in Space 2
« on: November 21, 2016, 10:46:16 pm »
item can be put into economic category (ecoCategory) for example "wooden" or "ammo" or "fromRussia"
every category can have price modifier with default value of 1.0
even can change specific price for specific time (lets design with week interval)
therefore we will have 2D matrix = 52 weeks X number of categories
if an item will be a part of two categories then it can be impacted by two kind of events and price modifiers would multiplay
not all items must have ecocategory defined at all
there may be some default categories defined per type of item, for example all firearms battletype = 1 are marked as military ecocategory

same could be done for manufacturing prices or even research time cost, therefore would open possibilities for "continuous improvement projects", which means research could trigger ecoChange for all laser based manufactured items ( ecoCategory = "laser")

ecoCategory:
  - [ "research", "laser", -0.1, 26, 0]           # 6 months boost in reasearch for laser items
  - [ "buy", "wooden", -0.5, 3, 12]                # cheap wood for 3 weeks but starting in next 12 weeks
  - [ "build", "fromRussia", +3.0, 10000, 1]  # pernament embargo from made in russia items starting next week


6
XPiratez / Re: Bladum's ideas compilation
« on: November 21, 2016, 11:29:14 am »
progress report in my so far local fork based on OXCE+ 3.5

EDIT: all progres reported in first post

7
OXCE Wishlists / Re: Solar's wishlist
« on: November 20, 2016, 09:17:12 pm »
ok so now just convince Meridian to merge my pull request with OXCE+ :)

8
OXCE Wishlists / Re: Solar's wishlist
« on: November 20, 2016, 05:21:46 pm »
something like this ?

accurancy %
average damage

i display debug values now:
 base power from weapon or ammo
 bonus power from weapon or ammo
 power lost to distance


9
OXCE Wishlists / Re: Solar's wishlist
« on: November 20, 2016, 04:14:24 pm »
extra stats for battlescape

just tell me how it should look like e.g. screen from other game :) i will make some code update and we will see if it work or not

10
OXCE Wishlists / Re: Solar's wishlist
« on: November 20, 2016, 11:15:42 am »
@Meridian

1) In my fork based on yours 3.5 i did some ufopedia improvments, to allow moder to add less description. interested in merging ?

2) or in general are you interested in UI improvement. ?

11
OpenXcom Extended (OXCE) / Re: Meridian's resources and mods for X-PirateZ
« on: November 19, 2016, 04:08:21 pm »
thanks its working now.

Any Chance to have OXCE+ related strings added to download seperatly, not just bundled with Piratez mod ? Thanks

12
OpenXcom Extended (OXCE) / Re: Meridian's resources and mods for X-PirateZ
« on: November 18, 2016, 05:06:17 pm »
@Meridian

i tried to compile your fork with VS2015 64 bit Release using your deps and latests YAML libs (5.3) yet still have errors.

What is latests manual to compile OXCE+ ?

Thanks

13
XPiratez / Re: RND in research time
« on: November 04, 2016, 09:27:24 am »
breakthrough is daily chance to have research completed and technology given to player.
which means with good luck you can have it research even at 50% but with bad luck even at 150% of progress.

Idea of this system is that you may have something low risk / high risk to research (optional new parameter for research). Most basic it may be used for low risk = human technology, high risk = alien technology.

So there are two random factors here:
  • how good scientist are performing - 50% - 150% of assigned people to project
  • how risky is the area of being researched, there may be different threshold levels for different research. high risk = more curvy, low risk = more linear. Above i just gave example.

14
XPiratez / Re: RND in research time
« on: November 03, 2016, 11:30:28 pm »
what about this

1) project takes 100 scientist days to be completed, which is unknown to the player
2) player assigns 10 scientist to project, which is known to the player
3) every day it adds 50% - 150% to the project (5 to 15 points), unknown to the player
4) "Progress" is being displayed
   4a) None <25%, no chance
   4b) Slow 25%-50%, no chance to have a daily breakthrough
   4c) Average 50%-75%, 10% to have a daily breakthrough
   4d) Good 75% - 100%, 30% to have a daily breakthrough
   4e) Excellent >100%, 60% to have daily breakthrough

15
XPiratez / Re: Bladum's ideas compilation
« on: October 31, 2016, 02:11:40 pm »
guys,

I removed this part about "idea ownership". Can we please focus on the content, please ? Thanks :)

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