Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - drages

Pages: [1] 2 3 ... 10
1
OpenXcom Extended / [Suggestion] Alien Deployment per Race
« on: February 13, 2019, 02:14:37 pm »
I want to give different weapon branches to different alien races. Sectoids, alien lasers.. Mutons, plasmas.. snakes, alien gauss weapons.. like that.. i think you can make it just adding the "race" name at deployment code.

Code: [Select]
data:
      - alienRank: 3
       [b] alienrace: sectoid[/b]
        lowQty: 2
        highQty: 8
        dQty: 3

Other ways like buildinweapons or deployment per mission are way harder and not so code friendly if you want to make it to all races. I think this kind of code would help to create specific races with their own abilities and weaponry.

2
OpenXcom Extended / Re: [Suggestion] soldierType item restriction
« on: February 13, 2019, 02:10:06 pm »
Some weapon restriction would be nice. It would help to create more soldier types with special abilities too. But it would be better if other types can use the weapon but get penalties too. So a normal soldier can use a sniper rifle but with penalty, like maybe much more tu with acc penalty.

3
OpenXcom Extended / Re: [Suggestion] Random manufacturing
« on: January 25, 2019, 10:11:50 pm »
well, open another thread for research and describe how should it work.... research has many more attributes than manufacture, some depending on each other; it can unlock zero, one or a million topics at once, it can show one to four pedia entries at once, etc. Do you want random on project level, or on attribute level, or on attribute item level, or on all of them and how would it work if one passes and another one doesn't, etc.

if someone makes a complete and meaningful proposal, we'll see...

To be honest, research got many feature already so maybe i can do what i want as it is. So manufacture and loot randomization is enough for projects in my mind.. after that if i need something to fill, i can tell you then.

4
OpenXcom Extended / Re: [Suggestion] Random manufacturing
« on: January 25, 2019, 05:57:19 pm »
OpenXcom checks if the alien can still tell you anything... and if not, it won't allow you to research anymore.

Note sure how OG worked, probably it allowed, but as I said, as soon as I saw that Sectoid Soldier doesn't tell me anything, I stopped trying.

At fiest sectoid soldier interrogation ufopedia could say "We need to interrogate more to find out any secrets.Even we fail to get any info from some of them, there could be one who is more willingly to talk.."

And a mod with randomization would tell this kind of things at mod info anyway..

5
OpenXcom Extended / Re: [Suggestion] Random manufacturing
« on: January 25, 2019, 05:25:35 pm »
If I play the game for the very first time and the first Sectoid doesn't give me anything, I will probably try the second one; some people may even try a third one. Nobody tries a fourth one.

If I play the game for the second time or more; and the first Sectoid doesn't give me anything, I immediately stop researching Sectoids.

What exactly is the motivation for the player to "try again"? How is he even supposed to know that something "might happen"?

I can be maybe wrong, but vanilla game does not tell you about anything with the interrogations of the same alien will give you more things.. like ufo info.. So just adding some info about the possibility of finding new things from interrogations at ufopedia with the first interrogation would be enough to inform player. After all possible researches acquired,  we can inform player with everything done again with ufopedia.

An alien navigator can give you ufo info but with a little chance it can give you "Advanced Ufo Crafting" tech which make you upgrade your aircrafts.. so you can craft MK 2's... you can live without it, but it would be a nice bonus. You can get this info when you interrogate "every" navigator races for %100 percentage if you want to make this for sure to get in a game play.

A commander can give you very nice things with some possibilities too, mostly for endgame.. maybe you want to make things harder and longer to get.. so every commander got some chance to give you the viral information.. but only when you get all the things,you can get that info for %100..

6
OpenXcom Extended / Re: [Suggestion] Item recovery transformation
« on: January 25, 2019, 11:47:06 am »
I cannot use percentages... because modders could define something like this [100,100,100,100]... and then wtf should I do?

Instead the numbers are "weights".
If all weights add up to 100, then it is the same as percentages. If they add up to something else, corresponding portion is considered.

So [0, 50, 35, 15] adds up to 100 and corresponding chances are 0/100, 50/100, 35/100 and 15/100 = 0%, 50%, 35% and 15%.

Similarly [1, 1, 1, 1] adds up to 4 and corresponding chances are 1/4, 1/4, 1/4 and 1/4 = 25%, 25%, 25% and 25%.

I see, this is great solution! I got it now!

So same for manufacture will open a new era for XCom!!! :) again thx for your time!

7
OpenXcom Extended / Re: [Suggestion] Item recovery transformation
« on: January 25, 2019, 11:25:35 am »
Added support for randomization.

Updated original post with ruleset syntax.

So, if i want to have %10 chance to get 1 item only,

Code: [Select]
STR_WEAPON_FRAGMENTS: [90, 10]    # 90% to recover 0 items, 10% to recover 1 item
and can it be more then 4?

Code: [Select]
STR_WEAPON_FRAGMENTS: [20, 20, 20, 20, 20]    # 0 to 4 item with %20 chance
are those correct?

And this confused me a bit, [1, 1, 1, 1] ,

I read this %1 chance to get 0-3 items.. how is this work with [25,25,25,25]? I mean this could be 25 items with %25 chance.. so this [1, 1, 1, 1] is unique to "1" only?

8
OpenXcom Extended / Re: [Suggestion] Random manufacturing
« on: January 24, 2019, 10:26:22 pm »

So if I were to choose between the two, I'd certainly go with item recovery transformation. But I'm sure some things can be done with random manufacturing which cannot be done with random item recovery, it would be nice to have both, I guess.

As I said, this is a system which needs randomization at every aspect. It could look that one is enough but when you start one, you will need others to complete your ideas. Random loot transformation is just seamless random manufacture line. Smooth play is very important for player here. Ppl should able to get boring clicking as less as we can. I like to play xcom as long as it gets without finishing it.. but i dont like to make 50 manufacture to just able to make find a rare item.

For this reason, unlimited researches with percentage possibilities could bring you tons of options for any part of the game.

9
OpenXcom Extended / Re: [Suggestion] Item recovery transformation
« on: January 24, 2019, 04:50:23 pm »
Hey again!

You already listed what we need this for. I always hated to have 150 heavy plasma just to sell.. alien tech should be alien tech, not ready for us to use at first moment, or not to handle them after i figure out where is the trigger.

Just it needs to have randomization to complete the random project. For example that weapon which destroyed or disassembled first, should able to give random items. More part or the most important "unique parts" can be survived after that self destruct or disassemble procedure.  As i explained why the randomization should be at manufacture-research-loot herehttps://openxcom.org/forum/index.php/topic,6867.0.html, we need to able to get things with percentages from this transformations. I just do not care if a heavy plasma gives me 4 or 5 weapon fragment but that very rare "weapon power core" to create my own human plasma weapons. It goes same to body parts as maybe the brain of the sectoid is not blown up this time.. how can someone miss that head anyway..

As the code example, as same as manufacture one:

Code: [Select]
recoveryTransformations:
      STR_WEAPON_FRAGMENTS: 1-3
      STR_PLASMA_CORE: 0,50-1,35-2,15 (%50 0 drop, %35 1 drop, %15 2 drop)
      STR_RANDOM_BITS_OF_KNOWLEDGE: 10

Thank you!

10
OpenXcom Extended / Re: [Suggestion] Random manufacturing
« on: January 24, 2019, 04:38:48 pm »
Thx for opening this topic.

Randomization is something to break linear game play. For example, You want to create an ultimate weapon as a rare thing, maybe 1 or 2 for total game. To able to make this, you need to create very special game conditions (with much modding skill to code all the unique missions, characters, items, story) or gazillion of A-B-C items to limit to manufacture that weapon. This could be happen for huge mods like X-Com Files which got many story elements and objects to use for unique things. BUT you need to give huge time and knowledge to create such thing.

So you just want to add a more powerful plasma weapon to game. You can only do that just making the required items hell of a number.. like 150x heavy plasma.. is it cool? nop...

You can make a special manufacture, name "Ultimate Plasma Weapon Project" and it could need 5x Heavy Plasma.. the result could be some Alien Allow, Elerium and %5 possibility a next generation plasma rifle. I can create many possibilities over this.. New armor, new energy resources, longer and mostly unpredictable/non-linear game play. Another possibility is to change all the research structure of alien tech. You can get alien power core tech just with one alien power core for example.. but you can make a manufacture to obtain the alien core from it with a percentage, you just cannot figure out alien tech with just a core (it could be done with randomize % research code too).

Randomization should be everywhere to have a complete line. Research, Manufacture and Loot. OpenXcom allows re-research something from same source (which xenonauts does not have), so this researches can have percentage possibilities. So you can find something very unique when you interrogate 12. sectoid... because he wants to talk more then other 11.. why not?
To get random stuff from aliens is very nice. Yes, you can do it already now, but it comes sooner or later rather then being very unique with special possibility code.. maybe first time maybe never..

For loot randomization, as here https://openxcom.org/forum/index.php/topic,6868.0.html , loot transform (shortcut to have tons of mini manufactures for looted items) should have this too, so you can have a good working plasma weapon core from all the alien gear you collected with %5 chance per weapon.. Because all of the alien weapons just self-destruct, but sometimes they are less damaged..
You can create manufacture for every loot to get random items from them but it would kill the system because of ultra boring tons of projects. Random Loot Transform with random manufacture is very smooth streamlined experience. Having random research to this is just perfection.

As code part, very simple for me :P..

Code: [Select]
producedItems:
     STR_ALIEN_ALLOY: 2-5 #RANDOMÄ°ZE 2 TO 5
     STR_ELENIUM: 1-3
     STR_POWER_CORE:0,50-1,35-2,15 #NO CORE %50, 1 CORE %35, 2 CORE %15

Thank you!





11
OpenXcom Extended / Re: OXCE Future plans
« on: January 18, 2019, 06:54:25 pm »
Another thing is about manufacture. Some randomness. Yeah i know that it could be used for save-scumming but i don't think everybody would cheat at every possible way. Every game could be cheated anyway..

So i think manufacture results should able to give some items with some percentages. This would bring some unique things into the game rather then just directly having it with a linear way.

Let me give you an example. I want to have something hard to obtain. Lets say i want to have my own sectopod, but i want it hard to get it (the percentage is up the modder decide). To manufacture a sectopod for me, i can make it "20 x sectopod corpse". Buuuuttt.. it's very linear and simple, not so excited... but if i make the manufacture as "1 x sectopod core, 1 x sectopod **** weapon, 3 x sectopod frame, 1 x sectopod energy core" and create another manufacture to get those by "Disassemble Broken Sectopod" with some chance to get those req items, every time you got an sectoid, you just get hyped to get more needed items to create your own..

Another example: I want to obtain a special powercore like for sectopod over there. I need standard powercores and maybe some alien computers to create it. I can make it simple "15 x powercore + 20x alien computer" to have it.. but than you ask yourself, why would i need 15 powercores to get just a special core? You will wait just numbers and as the ufos got tons of them, you will get that "unique core" so fast.. if you want to slow down the progress you will rise the needed powercore to 50 and then it will become much more absurd.. so rather then this just have a "Special Core Project" which needs a powercore and 2 alien computer to get the special core by %20 percent...

I just don't find it abusing to get things just with numbers and linear way.. you can use linear progress at huge mods with tons of things to do but if you just at something to the base game, your options are very low to make an excited project.. when i create my SAR mod with tons of vehicles/robots as experience getting units, i hate it to just want tons of startdart items to get those things.. because i want them more unique, more hard to get.. more special.. not just for everyone who got 100* of default items you can get from the game easily after some time..

------------------------------------

Another randomness idea is about drops from battlefield. Here for example alien weapons could return to base as weapon scraps and some special items with randomness.

Example:

- Alien_Plasma_Rifle
  Afterbattle: Weapon Scraps (%80) - Weapon Scraps (%80) - Weapon Core (%10)

So when the battle ends, an alien rifle will come as possibility with %80 of 2 weapon scrap and %10 of weapon core.

This could be combined with the "get alien weapons if only alien is alive (stunned)" option. So if the alien dies, weapon becomes possible parts.. like Fraxis X-Com somehow..

Thx!

12
OpenXcom Extended / Re: OXCE Future plans
« on: January 18, 2019, 06:15:58 pm »
Is this the only thing you want from this feature or is more hidden in the background?

I.e. what else is different between the 2 shots besides using more ammo...

Hmmm as background.. the "shot" should have more att. Here comes the "conf*****" code for shot types. As for now it has those (from the ruleset document):

Code: [Select]
- type: STR_Heavy_Laser
   confAimed:
     shots: 1
     name: STR_AIMED_SHOT
     ammoSlot: 0
     arcing: false

This is the best part for me because i can create my special shots. I use this mostly to create different burst shots for rifles and bigger weapons. But for an energy weapon, we need more to create more unique shots. I am not sure that you can add more att for this code part. But if you can use all att options here you can make anything you like.

For example;

Code: [Select]
- type: STR_Heavy_Laser
   confAimed:
     shots: 1
     ammoconsume: 10
     power: 200
     maxrange: 20
     name: STR_FOCUSED_SHOT
     ammoSlot: 0
     damageAlter:
         RandomType: 6
         IgnoreOverKill: false
         ToArmorPre: 0.5
         ToStun: 0.75
         RandomWound: false
         ToWound: 0.12
         FireThreshold: 25.0
     arcing: false
     ********
    confSnap:
     shots: 1
     ammoconsume: 5
     bulletpellet:5
     maxrange:5
     power: 10
     name: STR_SHOTGUN_SHOT
     *******
   confAuto:
     shots: 10
     ammoconsume: 2
     power: 5
     name: STR_CRAZY_AUTO_SHOT

So the point here, to create a weapon with multiple options as an energy weapon only can. Every shot should able to have all the damage att you can edit for main weapon itself.

13
OpenXcom Extended / Re: OXCE Future plans
« on: January 18, 2019, 05:32:55 pm »
Hey Yankee!

I told you something about weapons using different amount of ammo per shot years ago. You said it would be simple but then stopped because it will be hard to change it without something about default game.

So let me repeat what i want to have. Mostly for energy weapons which uses battery like magazines, a weapons should able to use different amount of ammo per shot. So for example you got a heavy laser and it has a low power shot and high power shot.. so high power shot would consumes "3" ammo rather then one. It makes this kind of weapons very special.

14
Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: December 11, 2017, 12:44:25 pm »
Cool mod, but it doesn't have the kind of variety I'm looking for.

I nearly (maybe missed a few) searched for all OpenXcom mods for all vehicle sprites for SAR mod. I used and created the most vanilla friendly versions with all possible weapon turrets. There is more sprites out there but mostly from other games and without turret options.

If you want to use 3 tank types, you can use TFTD-UFO/SAR default-SAR heavy tanks for that combinations.

15
Released Mods / Re: [UFO]S.A.R. HWP/AI Mod V.0.55 (XCE+ needed)
« on: August 14, 2017, 09:51:38 pm »
I noticed that emp weapons are a pain in the ass to unlock, is this intended? And are emp weapons a surefire way to stun sectopods and cyberdiscs?

EMP weapons needs just a cyberdisc corpse and laser weapons.. not so hard tbh. EMP is sure for sectopod but for for cyberdisc you need to finish it with normal weapons after EMP.

It looks nice - too nice. So I had to pirate the quad for piratez. Hope that is okay.

You are welcome. :)

Pages: [1] 2 3 ... 10