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Tools / Re: MAPVIEW upgrade
« on: June 03, 2023, 01:13:08 am »Thank you for updating MapView2 your program is great.
i pass it on in spirit to Ben, and anyone who's contributed in any way: code, reports, requests
/salut
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Thank you for updating MapView2 your program is great.
const int Node::nodeRank[8][7] =
// ..
{ NR_SOLDIER, NR_ENGINEER, NR_NAVIGATOR, NR_LEADER, NR_MISC1, NR_MISC2, NR_SCOUT }, //terrorist
{ NR_SOLDIER, NR_ENGINEER, NR_NAVIGATOR, NR_LEADER, NR_MISC1, NR_MISC2, NR_SCOUT } //also terrorist
const int Node::nodeRank[8u][8u]
{
{ NR_LEADER, NR_NAVIGATOR, NR_ENGINEER, NR_SOLDIER, NR_MEDIC, NR_MISC2, NR_MISC1, NR_SCOUT }, // commander
{ NR_LEADER, NR_NAVIGATOR, NR_ENGINEER, NR_SOLDIER, NR_MEDIC, NR_MISC2, NR_MISC1, NR_SCOUT }, // leader
{ NR_ENGINEER, NR_LEADER, NR_NAVIGATOR, NR_SOLDIER, NR_MEDIC, NR_MISC2, NR_MISC1, NR_SCOUT }, // engineer
{ NR_MEDIC, NR_NAVIGATOR, NR_ENGINEER, NR_LEADER, NR_SOLDIER, NR_MISC2, NR_MISC1, NR_SCOUT }, // medic
{ NR_NAVIGATOR, NR_LEADER, NR_ENGINEER, NR_SOLDIER, NR_MEDIC, NR_MISC2, NR_MISC1, NR_SCOUT }, // navigator
{ NR_SOLDIER, NR_ENGINEER, NR_NAVIGATOR, NR_MEDIC, NR_LEADER, NR_MISC2, NR_MISC1, NR_SCOUT }, // soldier
{ NR_MISC1, NR_MISC2, NR_SOLDIER, NR_ENGINEER, NR_NAVIGATOR, NR_LEADER, NR_MEDIC, NR_SCOUT }, // terrorist1
{ NR_MISC2, NR_MISC1, NR_SOLDIER, NR_ENGINEER, NR_NAVIGATOR, NR_LEADER, NR_MEDIC, NR_SCOUT } // terrorist2
};
alienRaces:
- id: STR_AQUATOID_UNDERWATER
members:
- STR_AQUATOID_COMMANDER
- STR_AQUATOID_NAVIGATOR
- STR_AQUATOID_MEDIC
- STR_AQUATOID_TECHNICIAN
- STR_AQUATOID_SQUAD_LEADER
- STR_AQUATOID_SOLDIER
- STR_HALLUCINOID_TERRORIST
- STR_HALLUCINOID_TERRORIST
alienDeployments:
- type: STR_SPAWNTEST
width: 20
length: 20
height: 4
terrains:
- SPAWNTEST
data:
- alienRank: 7
lowQty: 1
highQty: 1
dQty: 0
pctOutsideUfo: 100
itemSets:
-
[]
-
[]
-
[]
terrains:
- name: SPAWNTEST
music:
- GMTACWET
mapDataSets:
- BLANKS
- SAND
- ROCKS
- WEEDS
- DEBRIS
- UFOBITS
depth: [1, 2]
ambience: 67
script: THREEBIG
mapBlocks:
- name: SEABED00
width: 10
length: 10
groups: 1
- name: SEABED01
width: 10
length: 10
groups: 1
- name: SEABED02
width: 10
length: 10
Is there a difference in the way TFTD handles its terror unit ranks in the .RMP file vs the original X-COM: UFO Defense?
I still need to use MapView2 and place "Node Rank" "1 : XCOM" spawn nodes on each entry EntryPoint tile to actually make X-Com's units be able to spawn at the start of the battle.
BattleUnit *BattlescapeGenerator::addXCOMUnit(BattleUnit *unit)
{
if (_baseInventory)
{
// skirmish mode
}
else if (_craft == 0 || !_craftDeployed)
{
// no craft, use XCOM spawnnodes
}
else if (_craft && !_craft->getRules()->getDeployment().empty())
{
// has craft, has deployment rules, use MCD EntryPoints
}
else
{
// fallback, also uses MCD EntryPoints
}
}
Is there a limit to the number of AI Route Nodes per map?
- hardcap Link destinations to MaxDestId=250. The value is stored as a byte in
the Routefile but the top 5 values are reserved for the compass points and the
NotUsed value. Note that Routenode IDs are not limited to Byte.MaxValue but
they can't be linked to if their ID is greater than 250.
- support more than 256 routenodes in a Routefile.
I confirm; this information is coded in MCD files (terrain properties). There is no other way to check, you need to examine the files with MCDEdit (or some other program, if it exists).
Gollop also explained that while his AI in XCOM was emulating intelligence - due to a lack of power back then - there was still more believability due to the unpredictable nature of the game's alien enemies. Leaving some things to chance - rather than setting everything in stone - is the key, he said.
But as you said, it's not really what this is about and it already exists in the base-AI.
I've redone the routing for the Whirligig map, could you check if the files are loading now with the correct routes on your end?