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Topics - Surrealistik

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1
It would be nice if we could designate a set of loadouts/weapon sets that are randomly selected for a unit at each tech level, along with weighting values to make them more or less likely to be picked relative to other options at that tech level.

This would prevent us from having to messily kludge it by creating alternate versions/duplicates of the same unit simply for loadout variation.

Essentially adding the following parameters to builtInWeaponSets:

techLevel: Defaults to 1. The level of tech that this loadout is eligible for random selection in. If there are no loadouts eligible for a given tech level, it will default to selecting from eligible options for the tech level immediately prior (so if there are no techLevel 3 loadouts, it will default to techLevel 2 loadouts, and so on).

Weight: Defaults to 1. The relative chance of this loadout being picked if eligible for selection; final probability of a loadout being selected is equal to its weight divided by the total weight of all eligible loadouts. For example an eligible loadout with a weight of 50 while two other eligible loadouts have a weight of 30 and 10 would have a 62.5% chance of being selected: 50 / (50 + 30 + 10) = 0.625

maxPicks: Defaults to 0 (no limit). The maximum number of times this loadout can be picked. If a loadout hits its maximum, it can no longer be picked, and its weight is discounted for the purposes of determining pick probability.

minPicks: Defaults to 0 (no minimum). The minimum number of times this loadout can be picked. If the number of loadouts for a unit of this type remaining to be picked is equal to or less than the total amount of minPick loadouts for the appropriate tech level, it will automatically pick these options; they are prioritized according to weight. So if there are say 7 loadouts for a unit to be picked for a given tech level, and the total value of minPick loadouts is 5 (one loadout has a 3 minPick value, and another has a 2 minPick value), 5 of those loadouts will automatically be determined: 3 going to one minPick loadout, 2 going to the other minPick; the rest will be randomly determined by weights as normal. If there are only 4 loadouts to be picked and 5 minPick loadouts, they are randomly allocated from among the minpick options according to weight as normal; minPick loadout options that hit their quota from this pool are excluded from subsequent random allocations; in this example, if the loadout with a 2 minPick value is randomly selected twice, 'satisfying' it, the rest automatically go to the 3 minPick value loadout.

If there is only one loadout eligible for a tech level, it will be picked automatically regardless of the Weight value.

For example,

Code: [Select]
    builtInWeaponSets:
        techLevel: 1
        Weight: 30
        - STR_PISTOLS
        - STR_CHAOS_CLAWS
        - STR_PISTOL_CLIP_AP
        - STR_PISTOL_CLIP_AP
        - STR_ALIEN_GRENADE
        techLevel: 1
        Weight: 70
        - STR_PISTOLH
        - STR_CHAOS_CLAWS
        - STR_RIFLE_CLIP_AP
        - STR_RIFLE_CLIP_AP
        - STR_ALIEN_GRENADE
        - STR_KRAK_GRENADE
        techLevel: 1
        Weight: 30
        - STR_PISTOLS
        - STR_CHAOS_CLAWS
        - STR_PISTOL_CLIP_AP
        - STR_PISTOL_CLIP_AP
        - STR_ALIEN_GRENADE
        techLevel: 2
        Weight: 25
        minPicks: 2
        - STR_PLASMA_PISTOL
        - STR_CHAOS_CLAWS
        - STR_PLASMA_PISTOL_CLIP
        - STR_PLASMA_PISTOL_CLIP
        - STR_MGRENADE
        techLevel: 2
        Weight: 50
        - STR_PLASMA_RIFLE
        - STR_PLASMA_RIFLE_CLIP
        - STR_PLASMA_RIFLE_CLIP
        - STR_MGRENADE
        techLevel: 2
        Weight: 10
        maxPicks: 1
        - STR_MGRENADE
        - STR_MGRENADE
        - STR_MGRENADE
        - STR_MGRENADE
        - STR_MGRENADE

2
OXCE Suggestions OK / [Suggestion] Dynamic Map Hazards / Custom Smoke
« on: January 29, 2023, 10:26:05 pm »
Basically the ability to create custom hazard entities like toxic smoke clouds, areas of corruption, radiation, etc...

Some parameters it might have:

Duration: int or {int, int} (Duration in turns, fixed or variable within a range)
Sprite: int
Area of Effect: int (Radius of the effect)
Lighting: int (The level of lighting produced.)
Visibility Impact Fixed: int Increases/reduces visibility by this amount.
Visibility Impact Percentage: int  Increases/reduces visibility by this amount.
Triggers on Entry? int (whether its affects apply to entities whenever they enter an effected tile)
Triggers at Turn End? int (whether its affects apply to entities whenever they remain on an effected tile at the end of the turn)
Dissipates? int (Whether it dissipates gradually as smoke does over the Duration)
Power: int
damageType: int
damageAlter:
Tags:

3
It would be nice to have additional parameters for zombification such as:

for weapons:

ZombificationOnDamage: int (zombification chance will only fire if the target takes at least X damage from the zombifying attack after armor/resistances, not on hit)
ZombificationOnKill: true/false (zombification chance will only fire if the target is normally killed by the zombifying attack)
ZombificationChanceRanged: int (zombification probability for the ranged element of this weapon)
ZombificationChanceMelee: int (zombification probability for the melee element of this weapon)

and for armors, so you have options other than straight up immunity:

ZombificationResistAbsolute: int (reduces the chance of zombification by this flat amount to a minimum of 0; modifies specialChance/ZombificationChanceRanged)
ZombificationResistPercent: int (reduces the chance of zombification by this percent to a minimum of 0; modifies specialChance/ZombificationChanceMelee)

4
OXCE Support Y-scripts / [Solved] Add Healing Factor for Units
« on: December 05, 2022, 05:38:31 am »
Per title.

Basically each unit has a healing factor divisor that modifies their rate of wound recovery. A healing factor of 2 = half the standard wound recovery time for example. This value defaults to 1. This would be good for special units like 40k mod's Space Marines.

Alternately it could be made a multiplier that multiplies the rate of wound recovery; whichever would be best/easiest to implement.

5
Suggestions / Add Saveable/Loadable Crew Orders for Crafts
« on: November 26, 2022, 03:38:25 am »
Per title.

Crew window for crafts would have save and load options; if not all saved crew are available on a load (say due to injury or transfer), the game will load the closest possible order. Very helpful for different configurations for different missions.

6
Suggestions / Make Shield HP Obvious
« on: November 26, 2022, 03:29:22 am »
Per the title.

It's really annoying to have to guestimate how much shield HP a unit has remaining, unless there's some way/hotkey combo to see shield HP that I'm unaware of.

Could have blue overlay the red health bar along with a number, or some number above the unit's head (perhaps only visible while facing are being shown?) so you can clearly see at a glance how much shield they have remaining?

7
Troubleshooting / Units on Inclines Appear Immune to Psi Attack
« on: September 12, 2016, 01:38:06 am »
Per the summary; units on inclines like hills, ramps, etc appear to be completely immune to psionic attack (Mind Control/Panic Units).

https://openxcom.org/bugs/openxcom/issues/1274

8
Playthroughs / Welcome to my Barbecue (PirateZ)
« on: August 30, 2016, 04:24:27 am »
Per the title; just a couple of awesome shots from a recent base defense against a bunch of Mercs in the PirateZ mod complements of nuclear weaponry:



9
XPiratez / Re: Animu [locked]
« on: August 19, 2016, 02:24:31 am »
What the fuck is this Magical Girl animu shit?

10
XPiratez / Piratez Lore Discussion Thread
« on: August 18, 2016, 03:13:09 am »
Why does Singapore still exist? Were they the ultimate sell outs?

11
In both X-Com 1 and 2, the Ethereals referred to a great pending threat that humanity was needed to help combat: "We who were doomed to feed on the Gift of lesser beings… as we sought to uplift them… to prepare them… for what lies ahead."
Spoiler:
The conclusion of X-Com 2 almost certainly foreshadows/indicates its arrival.
This threat per X-Com 2 is said to be psionic in nature.

I've a theory that the Gatekeeper alien in 2 is in fact a specimen of this threat, albeit one that the Ethereals were able to subvert, possibly via the mechanism of its shell. Autopsy reports have termed it to be an "unusually independent, unpredictable species" one with "immense Psionic power potentially rivaling that of the Elders themselves". Further: "our efforts to analyze the subject have so far revealed little in terms of its actual purpose or intention in the field". This implies that unlike virtually every creation/augment of the Elders, each of which serves an unambiguous purpose, strategic or tactical niche, the Gatekeeper stands separate as something 'unusually independent and unpredictable', lacking a clear role which implies it is not something they fabricated, and in turn, something likely external that they've incorporated on an impromptu basis.

12
XPZ Strategy/Tactics / Weapon Discussion Thread
« on: August 10, 2016, 09:48:27 am »
Discuss weapons that you think are awesome/are shit/are great/are too good/etc here.

To start off, the Gauss Musket has got to be the M16 of this game (okay until you research Plasma I guess). Great accuracy, good snap for reaction fire, not too TU demanding, loads of damage and stopping power (enough to penetrate Power Armour consistently from anywhere other than the front), light enough to be carried by untrained hands, a good damage typing that boasts consistent performance, and a decent clip size for its damage output and accuracy. It is also pretty much impervious to explosions in the hopefully unlikely event a poor gal with one ends up being blown to smitheroons. Beyond that, it is highly affordable! If you're not afraid of farming Supply Ships, you will have more of these weapons than you will know what to do with. This workhorse is my standard issue on base defenses and has never let me down (alongside mines, mininukes and smoke), and I was particularly impressed by its most recent performance against a full scale Academy scum base invasion vs 10 Rookie gals with Dojo/VD training.

Honourable mention to the Custom Shooty Gun (though it is damned heavy and bad for inexperienced gals) and Battle Rifle as solid 'M16' all-rounders at the times you get them.

Likewise Wands of Rending are an excellent, consistent and reliable (within its effective range) choice on troopers with strong VooDoo giving no shits about armour (but plenty of shits about resistances; don't use these on tanks) to deliver consistent damage and bleed at high to perfect accuracy. In addition, they are extremely light and compact, allowing for more grenades or Wands. Currently this weapon is actually seeing more use than the Gauss Musket among my elite VooDoo strike teams.

Longbow speaks for itself as the early/mid king of indirect fire. Hardly an all-rounder, but something I take on every mission where arcs aren't forbidden.

13
XPiratez / Ship Layouts
« on: August 09, 2016, 10:02:57 am »
Just want to complement the person who did the Bomber ship layout (probably Dioxide); I actually held off on killing the last remaining drone to fully explore it; pretty cool, with logical internals whose purpose made perfect sense at a glance.

About the only thing I've been disappointed with in terms of ship layouts thus far is the Cruiser which seems untouched from the original with all of its myriad pointless rooms/spaces.

14
XPiratez / Highest Score Title?
« on: August 08, 2016, 11:23:26 am »
Spoiler:

Did I farm enough supply ships yet?

15
XPiratez / My Seductresses Lack Discipline
« on: August 07, 2016, 03:54:37 am »
Love this mechanic but what on earth is this 'You lack discipline' all about? Much as I love the Arnie reference, what does it mean? I don't have enough morale?

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