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Messages - Bobit

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1
Suggestion: Add a new optional variable to RegionRule.areas.zone: bool relative. So areas zones can now be defined as [minLon, minLat, maxLon, maxLat, relative], for example [-10, -10, 10, 10, true]. This will make the waypoint +- 10 lon/lat of the UFO's previous waypoint. If relative is not defined, it defaults to false.

Programming considerations: make relative exist in the data. Pass the new "relative" variable to RuleRegion.getRandomRegion. Pass the previous waypoint to getRandomRegion(), which should be the hard part. Add the old waypoint to the return value of getRandomRegion, making sure it doesn't exceed bounds (debatable whether longitude 10-20 = 0 or 10 with latitude flipped, but we could go with 0 for simplicity and the only negative effect would be the feature acting strange around the poles). Ignore relative waypoints when a UFO gets its first waypoint, throw an error when they are all relative. Side note, I have never figured out how to compile OXCE on Windows, mainly due to installing dependencies and not knowing what to do (where the "exe" is) after the instructions are complete.

Why I think this would be nice: Vanilla's zones don't allow you much control over the length of a UFO flight segment, probably the most important variable since XCOM fighters can plot a course in front of the ufo if the length is long, and because it determines the duration of the flight. You can control the average length by repeatedly selecting the same large zone (the length will be about the radius of the zone), e.g. [20, 20, 80, 80], but then it can become obvious that the UFO is not going to leave that square. In general vanilla trajectories need to be very complicated to accomplish the same tasks, while with these trajectories you could use something as simple as [60, 300, -30, 30] for the first waypoint and [-10, 10, -10, 10, true] for every waypoint after that.

2
The X-Com Files / Re: The X-Com Files - 1.4: Signs of Apocalypse
« on: June 29, 2020, 02:57:15 am »
No I disagree, the Taser Cannon is the only good long-range early game stun gun. Long-range stun is very valuable in the early game as the sole goal of many missions is to capture the commander. It's niche, but that's okay, it would not be fun as a widespread weapon.

3
The X-Com Files / Re: incendiary grenades
« on: June 17, 2020, 10:45:35 am »
Mouseover or click of some INFO columns such as Power, negative Weight, radar chance could give an explanatory tooltip.

Search for a column by name, e.g. if you want to know what kneel modifier in Defaults is it can be hard to scroll.

Arguably weapons should default to including the stats of their ammo if they only have one compatible ammo.

UFOpaedia remembers your previous runs, or option to have all combat analyses unlocked so you know why you're dealing zero damage.

Combat analysis -ish pages with TU, accuracy, etc. Hard to tell how good a unit is without. Many modders manually list this for player units.

Just like you can alt-hover to see weapon damage, ctrl-alt-hover to see that number * the number of shots you can take this turn with remaining TUs and ammo, so you have a closer approximation of "DPS".

Diablo-esque item comparison or sortable spreadsheets if you're crazy enough to implement either of those.

Option to list "NONE" for a ruleset image in which case it uses a blank one, or to reference placeholders that might not necessarily be the perfect size.

4
The X-Com Files / Re: incendiary grenades
« on: June 17, 2020, 01:34:25 am »
INFO is pretty mindbogglingly powerful and frankly I wouldn't play much OpenX if it didn't exist but it still has room for improvement it seems.

5
The X-Com Files / Re: incendiary grenades
« on: June 15, 2020, 07:08:05 pm »
@Solarius I would just state in the description "Damage 5-10, 60 blast radius, units on fire take X damage per turn, 5x morale damage"

6
The X-Com Files / Re: zero casualty runs
« on: June 15, 2020, 07:02:00 pm »
People have beaten the game on Superhuman with a high mission winrate.

Low casualties would mostly involve skipping missions. And yeah if you don't savescum I don't know how you think you have time for this, you'll have to try at least 10 times, have fun with your 1000 hour challenge run.

7
The X-Com Files / Re: Troop Deployment: Unfair?
« on: June 11, 2020, 07:31:35 am »
Certain vehicles are much less vulnerable to being "ambushed" at the start and so don't really need a smoked ramp.

For example if you try to deploy all 16 agents out of the Osprey under heavy enemy presence, smoke or not you're gonna have a bad time as your agents will basically spend their whole turn advancing under enemy fire (it's just so LONG). Or if you deploy out of a Helicopter (nevermind the 6 agents) you'll be totally at the mercy of RNG.

But if you're using the mudranger, well you have multiple closeable doors and an alternative escape hatch which can be used as a safe spot for peeking out and sniping.

If you want to nerf "ambushes", then maybe it would be a better idea to add more doors than to add smoke projectors. Smoking the ramp without thermovision means you'll mostly be using close-range weapons and greandes until the dropsite is clear, but more doors just gives you more options.

8
Ok, from the wiki it says the radars roll for detection every 30 minutes, so in reality it seems like a 5% radar should eventually detect a UFO about (1-95%^3=)15% of the time, while the Linna detects (1-70%^3=) 65% of the time.

9
Ohhh was not aware of detection chance. How does that mechanic work?

10
The X-Com Files / Re: Heavy machineguns
« on: June 03, 2020, 01:59:23 am »
Jumpsuit is very dangerous to put a high-value agent in. I prefer to wait until they get more str from commendations and put them in kevlar. Limits your ability to turn before firing though.

Miniguns are preferrable against most enemies anyway.

Hmm... I wonder if a low-str soldier could effectively use a non-light minigun by picking it up and dropping it every turn. Would that count as abuse?

11
Is it worth selling the Linna instantly? $500k per month seems like a mistake when you could build a radar for $10k per month and not worry about HKs. So what's it good for, exceeding your 8 base limit? Same deal in X-Division (the one Xenonauts megamod), is there a reason or just coincidence?

12
The X-Com Files / Re: Troop Deployment: Unfair?
« on: May 29, 2020, 11:07:30 pm »
Adjusting difficulty breaks a lot of strategy games. So it's not a bad idea for some mods to be designed around being fairly winnable on superhuman. Modders would be better off manually changing the difficult modes to their tastes but that's a lot of work. XCOM works best at a fairly hard difficulty and ironman.

13
The X-Com Files / Re: Skin mod
« on: May 22, 2020, 12:34:36 am »
Simply create identical armor rulesets which use the same storeItem but have a different sprite and name. Then it will work like the armored vests which can be equipped with or without a shield.

14
The X-Com Files / Re: Black Lotus' Freakin' Ninjas
« on: May 22, 2020, 12:27:38 am »
Unholstering your pistol on reaction seems about as quick as unsheathing your knife on reaction. Same with aiming vs swinging. I suppose a gun has to be cocked and the safety turned off if you didn't do it already.

15
The X-Com Files / Re: Black Lotus' Freakin' Ninjas
« on: May 20, 2020, 11:34:03 pm »
Nice post vadracas. I am conflicted now.

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