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Messages - omri

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1
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 10, 2023, 06:20:39 pm »
While you are looking into it, there are two minor issues you may want to change:

in Ruleset/items_HM.rul:
PLASMA_PISTOL_ELERIUM_CLIP and PLASMA_RIFLE_ELERIUM_CLIP  sell for $0
this is because they have a costsell field instead of a costSell field.
in Ruleset/manufacture_HM.rul:
the cost of UPGRADE_WALKERTANK_LASER_TO_PLASMA is 40000 where a cost of 400000 seams more in line with the cost difference between the two tanks.

2
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 10, 2023, 03:30:00 pm »
Do you have a savegame for a situation, were a soldier gain throwing accuracy by shooting a arcing weapon?

accuracyAimed and accuracySnap are totally sufficient for this. Normally.

Which Version of OXCE or OXC are you using?
This is standard algorithm for OXCE since about 5 years. (commit 32c9799b75)
if a weapon has ArcingShot it awards throwing rather then firing experience.
look at file Battlescape/TileEngine.cpp function TileEngine::awardExperience
where is says:
Code: [Select]
           else if (weapon->getArcingShot(attack.type))                       
            {                                                                   
                expType = ETM_THROWING_100;                                     
                expFuncA = &BattleUnit::addThrowingExp; // e.g. flamethrower, javelins, combat bow, grenade launcher, black powder bomb, stick grenade, acid flask, apple, ...
            }

this can be over-ridden by using "experienceTrainingMode"                                               

This does not happen in OXC.

3
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: May 10, 2023, 02:10:32 pm »
When using Grenade Launcher under OpenXcomExtended soldier's firing accuracy is used for hit chance, but experience is gained for throwing accuracy. This is different then OpenXcom where firing accuracy experience is gained. The same will probably also occur for  the Small Launcher.

This could be fixed either by having throwing accuracy considered for these weapons by adding an "accuracyMultiplier" field to the items,
or by having their use train firing accuracy by adding an "experienceTrainingMode" field to the items.

4
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: October 02, 2022, 02:00:37 pm »
Thank you for your great MOD and for addressing the issues.

Looking through the code (commits up to Sep30) I found the following issues:

The diagram implies that Advanced Medikits research requite Medikits, while this in not in the code.
Upgrading Walkertanks seams to be broken. Not only it costs 10% of what it should, it gives you free armor/mobility by starting off with a Sectopod rather then an Armored Sectopod and ending up with a Walkertank Plasma, paying nothing for the extra armor etc. .

5
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: September 25, 2022, 03:02:25 pm »
Using:
OpenXcomExtended 7.7
HardMode 1.0

Taser Drones do not require or use up Drone Taser Charges.
They are used up correctly during battle, but it is not then reflected in base inventory.
Smoke pellets work normally.
This is both for normal Taser Drones and Alloy Taser Drones.

6
Programming / Re: Shotgun accuracy
« on: July 26, 2022, 02:40:39 pm »
If it should be 0, why not code it as 0, instead of 500% dropoff from something which is never that large?
It would make the code a lot easier to understand.

7
Programming / Shotgun accuracy
« on: July 26, 2022, 12:52:49 am »
There seams to be a bug in computing the accuracy of shotgun pellets, after the first one.
This may fix it, or maybe someone could explain to me what I am not understanding.
If this is indeed a bug, and is fixed, shotguns may need to be rebalanced in mods that use them.

---                                                                             
 src/Battlescape/ProjectileFlyBState.cpp | 2 +-                                 
 1 file changed, 1 insertion(+), 1 deletion(-)                                 
                                                                               
diff --git a/src/Battlescape/ProjectileFlyBState.cpp b/src/Battlescape/ProjectileFlyBState.cpp
index 6b151e4d5..012f3766a 100644                                               
--- a/src/Battlescape/ProjectileFlyBState.cpp                                   
+++ b/src/Battlescape/ProjectileFlyBState.cpp                                   
@@ -587,7 +587,7 @@ void ProjectileFlyBState::think()                           
                            // create a projectile                             
                            Projectile *proj = new Projectile(_parent->getMod(), _parent->getSave(), _action, _origin, _targetVoxel, _ammo);
                            // let it trace to the point where it hits         
-                           int secondaryImpact = proj->calculateTrajectory(std::max(0.0, (_unit->getFiringAccuracy(_action.type, _action.weapon) / 100.0) - i * 5.0));
+                           int secondaryImpact = proj->calculateTrajectory(std::max(0.0, (_unit->getFiringAccuracy(_action.type, _action.weapon) - i * 5.0) / 100.0));
                            if (secondaryImpact != V_EMPTY)                     
                            {                                                   
                                // as above: skip the shot to the end of it's path
--                                                                             
2.37.1                                                                         
 

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