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Topics - Ethereal

Pages: [1] 2
1
OXCE Bugs / Zigzag?
« on: April 10, 2024, 09:23:30 am »
Meridian, What did you do that caused the units to zigzag as they run?  How to get rid of this?

2
OXCE Suggestions NEW / [Suggestion] Alien use Proximity Grenade
« on: April 04, 2024, 09:04:03 am »
At the moment, the aliens are not using Proximity Grenade at all. Let the AI regard them as ordinary grenades and use them. Just need to be careful so that the AI does not stop regarding the activated Proximity Grenade as a threat.

3
sellPriceCoefficient:

I was trying to use the current implentation of sellPriceCoefficient and I was running into the exact same problem as stated here:
I can adjust the Sellprices but this largely effects the manufacturing money making machine I balanced the economy in Hardmode Expansion around.

May I suggest to add a nested list, of Items to which the sellPriceCoefficient should be applied to?
Code: [Select]
sellPriceCoefficient: [100, 85, 70, 60, 50]
sellPriceCoefficientAffectedItems:
  - STR_PLASMA_PISTOL
  - STR_PLASMA_RIFLE
  - STR_HEAVY_PLASMA
  - STR_MIND_PROBE

All other Items would still have their fixed price, and if the list is empty (as by default), then the sellPriceCoefficient would be applied to all available items.

This would this awesome feature for me exactly the thing I need to balance the economy in Hardmode Expansion for lower diffciulty levels (my goal is to enable players to also enjoy lower diffciculties, in case they wanna do so.)
I basically only want to have the sellPriceCoefficient effect collectable loot from aliens.

Hope this is going to be heared, you guys are awesome :)

hellrazor, I completely agree, but it would be better if such a modifier for the sale and purchase price, depending on the difficulty level, was a property of the item itself. That is, there is a global modifier “sellPriceCoefficient”, and there is an individual modifier in the item itself. Plus "buyPriceCoefficient".

As long as I can set it up so only a selections of Items gets the "sellPriceCoefficient", I would not mind this solution either.

Suggest entering "sellPriceCoefficient" and "buyPriceCoefficient" for items and ships.  :)

4
- Soldiers and vehicles as modifiable craft stats (by WarStalkeR):

Code: [Select]
craftWeapons:
  - override: STR_STINGRAY
    stats:
      soldiers: 2
  - override: STR_AVALANCHE
    stats:
      soldiers: -4
  - override: STR_CANNON_UC
    stats:
      vehicles: -4
Change can be positive or negative. This mean some weapons (when negative) eatup unit storage in craft.
By default when you set `soldiers` in craft, it become and you can't go higher. You need add `maxUnitsLimit` to override this limit and
have more potential space for solders if you add "cargo pods".

As we say in Russia, “once there’s such a drinking session, cut the last cucumber.” I suggest adding “maxItems” and “maxStorageSpace” there too, for a complete set. :)

5
Thank you for the update!

Can you tell me a little more about -

- Soldiers and vehicles as modifiable craft stats (by WarStalkeR):

That is, you can create a module with the following content:

Code: [Select]
  - type: STR_TRANSPORT_MODUL
    hidePediaInfo: true
    sprite: 420
    weaponType: 6
    launcher: STR_TRANSPORT_MODUL_LAUNCHER
    stats:
      maxSmallUnits: 8
      maxLargeUnits: 2

And this will increase the ship's capacity by 8 slots?
I understand that this will require changing the ship maps, but first I want to make sure that it is worth it so as not to waste time.

6
OXCE Suggestions Archive / [Suggestion] Cargo Craft
« on: December 15, 2023, 08:33:22 am »
I suggest entering a parameter to determine the class of ships - "gargoCraft: false/true" landing "false" by default, true - cargo. For "gargoCraft: false" the standard rules for equipping items apply. For "gargoCraft: true" - any types of items are available for equipment, regardless of settings, even unexplored alien artifacts, but there is no inventory button even if there are soldiers on board. Ideally, "gargoCraft: true" would include the "allowLanding: false" parameter, but it already exists separately.

7
OXCE Suggestions Archive / [Suggestion] Infinite research
« on: August 30, 2023, 10:36:34 pm »
I propose to make it possible to create research, which, upon completion, is not marked anywhere, but can generate items and give reputation points, but are available for research again and indefinitely.

This is mainly to increase the usefulness of scientists in the later stages of the game, when the need for new technologies is less, but there is an urgent need for resources. Usually the player simply fired scientists and hired engineers. However, Ellerium-115 cannot be produced, and scientists could provide this critical material through endless, but lengthy, research.

In connection with the above, there is one more suggestion. Enter the cost in money for research.

8
I need finer difficulty settings. An analogue of "statGrowthMultipliers:", but increasing the characteristics not in percentages, but in units, that is, without taking into account the basic characteristics of the unit. This also applies to "armorMultipliers:".

The situation with percentages is such that weak units remain weak at any level of difficulty. At the same time, strong units become unbeatable! This is what I would like to fix so that the strengthening of units is more uniform.

New options should work together. First, the unit's stats are increased as a percentage of the "statGrowthMultipliers" and "armorMultipliers" options, then the bonus from the new options is added.

9
OXCE Suggestions Archive / [Suggestion] shootingDodge
« on: August 10, 2023, 06:59:35 pm »
I propose to make a parameter for the armor "shootingDodge", which would reduce the chance to hit a given target by the number specified in the parameter. Negative number - increases the chance to hit the target.
Use - Sectoids and Aquatoids are small, which means they are harder to hit. Reapers and tanks are big and easier to hit.

10
Armor stats "psiDefence" and "meleeDodge" still don't have any display. This is very unfortunate, since they are the hardest to set up and balance.

I suggest -
1) make the display of these parameters in the inventory instead of the usual parameters, or under them.
2) In the display window of the characteristics when using "MIND_PROBE", on the right and left of the unit name.

11
OXCE Suggestions Archive / [Suggestion] Minimum throw distance
« on: August 10, 2023, 06:30:47 pm »
There are "throwRange" and "underwaterThrowRange" parameters to control the maximum throw distance. Need the same parameter to define the minimum distance "minThrowRange" and work on the same principle.

12
OXCE Support / [Solved] sightRange near facilities
« on: July 31, 2023, 05:46:23 am »
With the latest update, the Base Facilities parameters stopped working: sightRange, sightChance. Version 7.9.8.0. The closest version in which the parameters work is 7.7.3.

13
Offtopic / Favorite music and other interesting things.
« on: July 03, 2022, 09:15:09 am »
Une mise en scène rétro extrêmement intéressante. Et de la nostalgie...


14
Work In Progress / [UFO] [INTERFACE] New interface.
« on: April 06, 2021, 01:32:18 pm »
Interface for the UFO, close to TFTD interface.

15
Work In Progress / [SOUND][UFO][OXCE] Voices Red Alert
« on: March 01, 2021, 08:59:09 pm »
A small mod for voice acting in game events. OpenXcom Extended is required. Made exclusively for variety as an experiment. Use at your own discretion.

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