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Topics - Alpha Centauri Bear

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1
Help / Physical training facility implementation
« on: January 04, 2024, 05:20:53 pm »
Hello, fellow modders.
I know it is possible to define a facility for soldiers physical training, similar to psi one. However, the pictures for such facilities are not defined in OG, obviously.
Anybody has already implemented it and created a distinct picture on a base view and willing to share? Thank you.

2
OXCE Support / Hangar storage
« on: January 04, 2024, 04:09:42 pm »
Would you mind explaining the importance of the hangar extra storage capacity? Does it break the game if I set it back to 0?

Code: [Select]
  - type: STR_SUB_PEN
    storage: 5 #OXCE bonus because of change in handling craft storage

3
OXCE Support / Starting base
« on: January 04, 2024, 12:34:36 am »
Quote
In OXCE, you can optionally define different starting bases for each game difficulty using the following top-level names:
startingBaseBeginner
startingBaseExperienced
startingBaseVeteran
startingBaseGenius
startingBaseSuperhuman
If you don't define some of them, the default starting base will be used instead of the missing ones.

Is there a way to define starting base for all difficulties at once or the only way is to copy paste them all?

4
OXCE Support / How to use palette and color?
« on: January 03, 2024, 01:49:18 pm »
I am building geoscape popup and trying to do this.
All text is one white.
List rows may be one of two other colors (not white) on condition.
What is the correct way to do it? Thank you.



Some generic questions.

Not all interfaces have palette set. Which palette will be used?

What is "id: palette" element? Is it same as palette or something different?

What palette is used by UFOInfo interface?

5
Offtopic / How to unsubscribe from topic?
« on: January 02, 2024, 06:23:54 pm »
I posted a reply to the topic some time ago. Don't want to get notifications from it anymore. How do I unsubscribe?
I checked my subscribed topics in profile - this one is not there.

6
Brutal AI / Automatic manufacture transfer
« on: December 31, 2023, 11:45:34 pm »
Would anyone be interested in adding manufacture destination for automatic transfer?
Meaning, when we set a production, there will be an option to transfer production to another base for every unit made.

7
Brutal AI / Switch bases in base related popups
« on: December 31, 2023, 11:43:59 pm »
Let's start a separate topic about this QoL improvement.

Have a look at this request: https://openxcom.org/forum/index.php/topic,7715.new.html#new

I would like to extend it a bit in the way that it should be possible to switch bases and do the same operation type in them too. For example, when I see research popup about research done, I can assign scientists to new project not only at this base but at other bases too. Same for manufacture.

Granted, it may not be used very often but there is one case where it is needed. At the mission debriefing it may complain about insufficient transport inventory and propose to manufacture them at the same base. However, it may happen that manufacture takes place at other base and I cannot do this within debriefing. I have to end and then set up manufacture manually. Not very often occurring case, I agree. However, adding ability to check other bases production is not harmful since default will be current base anyway.

Another option is to show base related popups outside of bases as a global operational view. For example, when user click "C" in geoscape they are given a list of research at all bases. We can use something similar when research is done to assign research at any base.

8
OXCE Support / Is it possible to chain research and manufacture?
« on: December 31, 2023, 11:37:09 pm »
Sorry, if this was asked before but I didn't find anything on that.

Is it possible to chain research and manufacture in the way that after first item is done, all available specialists are assigned to the next project without the need to do it manually?
I.e. I want to give a plan to research/manufacture facility. Do this and then this and then this.
Then I would like to see that available specialists are assigned to the next item in information screen: the item A is done, available specialists are assigned to next item B.


9
Brutal AI / Engine mechanic changes for BAI
« on: December 28, 2023, 02:39:00 am »
I will start this as a separate topic as it may be something other people do not want.

As I am testing it I realize that equality comes with the price. When we allow AI to use all same dirty tricks previously reserved for player only we may reconsider whether to give them to both sides at all.

One thing is the ability to notice shooting/throwing origin. In theory this should serve retaliation purposes to shoot back in the direction shot came from. That does work for player against AI as AI does not shoot/throw other than attack human units. Human, though, use throwing for other utilitarian purposes like pass over something to a teammate, establish smoke shield, illuminate battlefield. Since these kind of action does not directly threaten AI would it make sense to not show that to AI? Otherwise, it feels like AI retaliates against a soldier accidentally dropping something on the ground.

Another option would be to restrict perception to such events by distance. I.e. don't show flying items farther than some distance. This way player/AI may guess a direction but not the exact origin. Or restrict them by ability to potentially see (assuming each unit can notice it in 360 degrees). Like if it is hidden by smoke then such activity is not seen, etc.

Another question is whether AI aware of being motion scanned and try to stay still whenever possible?

10
Brutal AI / Interceptor attack mode
« on: December 27, 2023, 11:59:27 pm »
I was thinking what to make of interceptor attack mode. Cautious attack makes sense only when it is outside of UFO range. With aggressive retaliation it does not work anymore. Aggressive attack also does not provide any benefit by itself. I am not counting the shooting rate as this is controlled by mod designer and could be anything. Modders can explain their players how shooting rate depends on the attack mode but it is not intuitive why attack mode should at all influence shooting rate at all since it is controlled by the interceptor itself.

My idea is to make hit chance dependent on distance, which is very much intuitive.
This way all attack modes make sense. One can either stay far delivering and receiving less damage or move up close to maximize delivered damage and risk proportionally. Since the specific distance cannot be selected, the difference in precision should not be that big. Say 50% - 150% at extremities.

11
OXCE Support / Iterating inventory slots
« on: December 26, 2023, 11:20:29 pm »
Does the game restrict inventory slots? Like is it possible to create two left hands?
What is the best way to iterate and find a specific slot type?

12
OXCE Support / Set control key with modifier?
« on: December 26, 2023, 09:28:46 pm »
Is there a way to set default control key with the modifier (Ctrl, Alt, Shift)? I noticed there are many such combinations in game but they are not in control options.

13
OXCE Support / Alternative movement makes tank see with its turret
« on: December 26, 2023, 05:09:30 pm »
Is it intended?

14
OXCE Support / UFO detection mechanics
« on: December 26, 2023, 04:49:58 pm »
What is the concept behind UFO detection? Is it assumed each radar individually tries to detect it with its own chance? If so then this function seems to implement something different.
I understand it could be vanilla legacy. However, if logic was incorrectly implemented and is easy to fix, would it make sense to rewrite it?
Code: [Select]
UfoDetection Base::detect(const Ufo *target, const SavedGame *save, bool alreadyTracked) const

Things those seem off to me.

#1
Normal and hyperwave detection use different logic. Normal radars chances are added and their sum is used as a combined normal detection chance. Hyperwave radars chances are multiplied as it would correctly be when each of them has independent detection attempt.

#2
Not clear why detection chance for hyperwave is set to 100 when at least one of such radar passed the detection check?
What is detectionChance variable anyway? If this is resulting detection chance with all radars trying to detect UFO? If so, why it is hardcoded to 100 for hyperwave?

#3
Because of the above, parameters sent to the script is somewhat confusing. They could be only 100 for hyperwave but could be any number for normal.

#4
I didn't find radar chance is capped to 0-100 anywhere in the code. Should it be?

#5
The UFO visibility is additive. It could get as low as -50. Does it mean that very small UFO flying at the very low altitude won't ever be detected by say single small radar?



I am not telling anybody what to do. Just thinking what I would do if I need to program it. Can present change draft, of course, if anyone is interested.

- Compute normal and hyperwave detection chances separately by multiplying individual radar chances.
- Do two RNG rolls for normal and hyperwave detection chances. Either succeeding would detect UFO. Hyperwave succeeded would also uncover hyperwave info, obviously.
- Make UFO visibility modifiers multiplicative to avoid going out of 0 - 100 bound.
- Pass both parameters to script assuming the actual detection is not yet happened and script can change these values before detecting.


15
OXCE Support / OXCE difference between xcom1 and xcom2
« on: December 26, 2023, 12:36:20 am »
With all the modding and ruleset configurations around, I am thinking, whether xcom1 and xcom2 are that different now? Can they be made roughly equivalent in gameplay, items, research, progression, and the like?
Obviously, xcom1 focuses on land and xcom2 on water. That is a notable difference that is hard to mod and probably no need to. Other than that, are there any major differences between them? With all the modding available, which one does make sense to play?

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