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Messages - Meridian

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XPiratez / Re: [MAIN] XPiratez - J5 - 11 Jun - Applied Chromatics
« on: July 23, 2019, 07:58:18 pm »
For those who are interested, here is the latest piratez version (J15) repackaged to work under both OXCE 5.4.1 and 5.5.x:

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 21, 2019, 07:56:40 pm »
Ok, more to go - this Manta has no weapons but self destruct button is missing as it present when you use Barracuda or Triton. May be OXCE bug? Save file to test, HK will pop out soon, just wait few seconds:

Self destruct button is missing, because there is an abort button... you can just run away.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 21, 2019, 09:32:36 am »
Hi Meridian! Could you move the mod menu like in Nightlies? Thanks :)


Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 20, 2019, 08:02:36 pm »
Example for dummies please, in what rule file it located? Could you post some script code here?


Code: [Select]
    size: STR_VERY_SMALL
    sprite: 0
    damageMax: 60
    speedMax: 2000
    accel: 12
    power: 0
    range: 0
    score: 50
    reload: 56                            # <----------- this attribute
    breakOffTime: 300

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 20, 2019, 07:50:47 pm »
Ok, thank you for you patience, but I have another question - is it possible to  change that fast rate of fire to more slow via script files according different game difficulty or it's hardcore programed? If you remember Dreadnought in Terror from the deep (vanilla variant, but using openxcom or OXCE) shoots hard but not so fast like that USO. How I can change that rate of fire if it even possible?

You can change the rate of firing using the "reload" attribute.
The change based on difficulty is hardcoded at the moment.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 20, 2019, 06:38:07 pm »
Sorry for double post but this is really bothering me now and I want to know what happened with this mod or OXCE.

Nothing, everything is as it should be.

This is Beginner difficulty played from start, no modification of save files. This alien USO not HK, but when I approaching it, it starts shooting with half of second interval. Why? Why not 10-12 seconds as it should be? Where is the truth?

10 seconds is not "real world" 10 seconds. It is "game seconds". And game seconds are much quicker than real world seconds.

Just compare it to let's say xcom Avalanche missiles... UFOpedia says they have a reload time of 72 seconds... but you can shoot them much more frequent (because 1 game second is different from 1 real second).

OpenXcom Extended / Re: Xpiratez/OXCE Issues
« on: July 20, 2019, 09:48:11 am »
can you attach the log file?

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 19, 2019, 02:57:48 pm »
Btw, Meridian about bugs what you have discovered - will you fix it and upload fixed files here or we need wait until author will do it?

I'll wait until Nord fixes them, they are not game breaking.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 19, 2019, 11:29:26 am »
Can anyone explain me what the hell those alien interceptors who instant destroy my Barracuda or even better interceptors like Moray and etc?

Because of difficulty level.

The Fighter has a reload rate of 10, which translates to:

10-20 seconds on beginner
8-16 seconds on experienced
6-12 seconds on veteran
2-4 seconds on genius
1-2 seconds on superhuman

You play on Superhuman, so I guess you deserve to suffer.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 19, 2019, 11:14:29 am »
Bugreport 2: Ion-Armor psi defense is bugged (and probably STR_WALKER_UC psi defense is bugged too)

I finally figured out why the Freaks were mind controlling me like crazy.
The Ufopedia says Ion Armor has +20 psi defense, but actually it has only 20 psi defense (without +), completely ignoring psi strength and skill.

Current code:

Code: [Select]
  - type: STR_ION_ARMOR_UC
      flatHundred: 0.2

Should be:

Code: [Select]
  - type: STR_ION_ARMOR_UC
      psiStrength: 1.0           # +100% of psi strength (vanilla)
      psiSkill: 0.2              # +20% of psi skill (vanilla)
      flatHundred: 0.2           # +20 (modded)

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 19, 2019, 10:55:30 am »
Bugreport: M.C. Focuser doesn't work (almost always misses).

Ufopedia says accuracy is 2.5 * psi skill... but Stats for nerds show it is only 0.25 * psi skill.

A soldier with 95 psi strength and 65 psi skill has only about 26 attack score (10 + 0.25*65) and final accuracy is between -4% and 51% without considering victim's psi strength. For an average joe alien with psi strength 30, the accuracy drops to between -34% and 21%.

Trying to hit a Gillman from 1-tile distance works maybe once in 20 attempts.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 18, 2019, 04:14:51 pm »
You could just look through units.rul. Not sure what the string is for freaks.

I can see their stats with a Mind Probe, that's not a problem and not my question.

OpenXcom Extended / Re: [Documentation] Mana
« on: July 18, 2019, 03:28:06 pm »

There will be some screenshots here eventually; for now look here:,6570.msg114780.html#msg114780

OpenXcom Extended / [Documentation] Mana
« on: July 18, 2019, 03:27:53 pm »
1. Introduction
Mana is a new consumable resource (similar to time units, energy, health, stun and morale).

Each soldier/unit type can have a "mana pool" (attribute), which is the maximum amount of mana it can have.
Each soldier/unit on a battlefield has "mana" (resource), which is the resource itself.

By default, the mana does not regenerate during the battle.
And by default, the mana fully replenishes after the battle.
Both of these features are however configurable and the modder can change them.

The mana (and also the mana pool) can be used in various formulas
(e.g. use cost, damage bonus, accuracy, regen, etc.), same as other resources and other attributes.

Mana pool is constant by default, but can be configured to be trainable.
The training can be primary (same as firing accuracy for example) or secondary (same as strength for example); or even both.

2. Global variables

Code: [Select]
  enabled: false
  battleUI: false
  unlockResearch: STR_SORCERY     # empty by default
  trainingPrimary: false
  trainingSecondary: false
  replenishAfterMission: true

2.1 Enabling/disabling GUI stuff

First 3 settings define if the mana as a feature is enabled at all.
By default, it is turned off (on the GUI) and you won't see it anywhere.
Note that these settings are mostly GUI-related, most of the mana game mechanics work regardless of that.

"enabled" setting:
- a global switch, turns most of the GUI display on/off
- affects: Soldier Info screen, Unit Info screen, Debriefing screen, Battlescape UI, Soldier Transform screen and others

"battleUI" setting:
- affects only the Battlescape UI (gives you the option to turn the display off just on this GUI, and keep it everywhere else)

"unlockResearch" setting:
- works similar to "psiUnlockResearch" setting used for Psi strength/skill
- until the research is discovered, the value of the mana pool is unknown to the player (and weapons that require mana cannot be used by XCOM, aliens/civilians are not affected by this)
- by default it's empty, which means it's available from the start of the game

2.2 Tweaking global mana mechanics

The other 3 attributes define the mana mechanics.

"trainingPrimary" setting:
- if turned on, mana pool can be increased by gaining direct mana experience during the mission
- the weapons can give mana experience using the "manaExperience" attribute
- formula for converting experience points to stat increase is the same as for firing accuracy

Code: [Select]
  - type: STR_PISTOL
    manaExperience: 250    # this means 2 mana experience points + 50% chance for a 3rd exp point (on every hit on hostile unit)

"trainingSecondary" setting:
- if turned on, mana pool can be increased by gaining any experience during the mission
- formula for stat increase is the same as for strength

"replenishAfterMission" setting:
- if turned on (default), mana fully replenishes after the battle
- if turned off, mana does not replenish automatically and needs to be regained in specialized base facilities
- soldier with missing mana can still go into a battle, but will start only with his current amount of mana (i.e. not full)

Code: [Select]
  - type: STR_MAGE_GUILD
    manaRecoveryPerDay: 3

This setting would mean that any base which has a mage guild regenerates 3 points of mana for every (not wounded) soldier in the base per day.
The facility setting is NOT cumulative, more facilities don't provide more regen.
If there are multiple facilities of different type with different regen rate, the best (highest) regen rate is used.

3. Local variables

3.1 Mana recovery per turn (armor based)

Code: [Select]
        mana: 0.1           # 10% of total mana pool
        manaCurrent: 0      #  0% of current mana
        manaNormalized: 0   #

On armor level, the modder can define mana recovery each turn (similar to tu/energy/hp/stun/morale recovery).
By default, there is no recovery.
The example above replenishes 10% of total mana pool as mana each turn.

3.2 Mana usage (item based)

Code: [Select]
  - type: STR_PISTOL
    manaRequired: true  # default false
      time: 18          # 18% of TU
      mana: 10          # 10 mana points
      time: false       # % cost
      mana: true        # flat cost

The example above shows how to configure mana cost requirements.
"manaRequired" means that the weapon cannot be used until the mana unlock research is discovered.
The cost attributes now support also the "mana" attribute.
The example above means firing a snap shot from a pistol costs 18% of TU and 10 mana points.

3.3 Using mana in other formulas

You can use mana in other formulas in OXCE; basically in all formulas which already support usage of let's say energy and stamina.
For example on armors: psiDefense, meleeDodge, resource recovery (tu, energy, hp, stun, morale, mana)
Or on items: damageBonus, meleeBonus, accuracyMultiplier, meleeMultiplier, throwMultiplier, closeQuartersMultiplier

Code: [Select]
      mana: 0.0
      manaCurrent: 1.0         # 100% of current mana
      manaNormalized: 0.0

Example above shows how to increase of power of the pistol by the current amount of soldier's mana.

3.4 Damage done to mana (mana burn)

As you probably know damage doesn't affect only victim's HP, it can affect many other things as well, including mana.

Code: [Select]
      ToHealth: 0.5        # 50% damage goes to health loss
      ToMana: 0.5          # 50% damage goes to mana loss
      RandomMana: false    # mana loss is not randomized

4. Defining starting mana pool, and training caps

4.1 Soldiers

Code: [Select]
  - type: STR_SOLDIER
      tu: 50
      stamina: 40
      mana: 25           # minimum starting mana pool 25
      mana: 50           # maximum starting mana pool 50
      mana: 150          # maximum possible mana pool up to 150

4.2 Other units

Code: [Select]
      tu: 54
      stamina: 90
      mana: 100          # mana pool = 100 (+/- global difficulty-based stat adjustment, see below)

Code: [Select]
  tu: 4
  stamina: 4
  mana: 6                # mana pool on Superhuman (4) would be 124 = 100 + 4*6

Note that non-soldier units always start with full mana!
This is obvious for aliens/civilians, but keep in mind it also applies to xcom HWPs (regardless of the "replenishAfterMission" setting).

5. Yankes-scripts

The mana pool of (geoscape/battlescape) soldiers and other units is exposed to scripts.

The current mana of (battlescape) soldiers and other units is exposed to scripts.

The missing mana of (geoscape) soldiers is exposed to scripts.

The "to_mana" damage distribution variable is exposed to DamageUnit script.

6. Other

Try not to misuse this feature for completely unrelated stuff... or I will not have much motivation to continue with other features.

If you see improvement potential, speak up.

Code: [Select]
  STR_NOT_ENOUGH_MANA: "Not Enough Mana!"
  STR_COST_MANA: "mana"
  manaExperience: "Mana experience"
  manaRequired: "Mana required?"
  ToMana: "Mana dmg multiplier"
  RandomMana: "Mana dmg RNG?"
  mana: "Mana"
  manaRecoveryPerDay: "Mana per day"

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 18, 2019, 12:07:18 pm »
Quite strong. Sonic autoguns work against them. Their shield is regenerating. Several shots at one turn is necessary to remove shield. May be bio weapons are effective. Never tried.

I know about their defenses.

I am asking about the strength of their M.C. and how easy it is (or should be) for them to panic/mindcontrol an MC-Shielded aquanaut with MC Strength = 100.

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