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Topics - Kato

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1
OXCE Suggestions NEW / [Suggestion] Spawning weapons with ammo loaded
« on: September 23, 2022, 07:33:10 pm »
We have items: STR_PISTOL (weapon), STR_PISTOL_CLIP (ammo item for our weapon, clip size is N - let it be 12 for example).

Possible situations:

1.
Code: [Select]
    mapBlocks:
        items:
          STR_PISTOL:
            - [1, 1, 1]
Result: there is 1 item in the tile - a pistol with no ammo loaded.

2.
Code: [Select]
    mapBlocks:
        items:
          STR_PISTOL, {STR_PISTOL_CLIP}:
            - [1, 1, 1]
Result: there is a pistol with ammo item loaded, ammo quantity is 12.

3.
Code: [Select]
    mapBlocks:
        items:
          STR_PISTOL, {STR_PISTOL_CLIP, 9}:
            - [1, 1, 1]
Result: there is a pistol with ammo item loaded, ammo quantity is 9.

4.
Code: [Select]
    mapBlocks:
        items:
          STR_PISTOL, {STR_RIFLE_CLIP}:
            - [1, 1, 1]
Result: there are 2 separate items in the tile - a pistol with no ammo loaded and a rifle clip. Because STR_RIFLE_CLIP is not compatible ammo for STR_PISTOL.

5.
Code: [Select]
    mapBlocks:
        items:
          STR_PISTOL, {STR_RIFLE}, {STR_PISTOL_CLIP}:
            - [1, 1, 1]
Result: there are 3 separate items in the tile - a pistol with no ammo loaded, a rifle with no ammo loaded and a pistol clip. Because STR_RIFLE is not compatible ammo for STR_PISTOL and STR_PISTOL_CLIP is defined as ammo item for ammo slot #2, but STR_PISTOL have only 1 ammo slot.

6. Now we have multiammo gun with 3 ammo slots.
Code: [Select]
    mapBlocks:
        items:
          STR_MULTIAMMO_GUN, {STR_MULTIAMMO_GUN_CLIP_A}, {}, {STR_MULTIAMMO_GUN_CLIP_C, 3}:
            - [1, 1, 1]
Result: there is a multiammo gun in the tile. It is loaded with STR_MULTIAMMO_GUN_CLIP_A in ammo slot #1, ammo quantity is default for this ammo item. Ammo slot #2 is empty. Ammo slot #3: there is STR_MULTIAMMO_GUN_CLIP_C loaded, ammo quantity is 3.

Ammo quantity cannot be negative or zero. When trying to set ammo quantity bigger than ammo item clipSize, it will return item clipSize.

This conception gonna be useful in situations when you
- find a treasure;
- exploring an old battlefield;
- trying to rob military stores;
- in any situation when you need a loaded weapon on your map.

2
We can set nationality for spawnedSoldier, but their names are still random.
Currently, "nationality: X" means that unit will get flag number X, but theit names belong to random national names pool. It would be nice if the name of spawnedSoldier always corresponds to their nationality. E.g. Winter Queen in XPZ can always be russian.

3
OXCE Support / [Solved] All people are different (randomize alien stats)
« on: August 31, 2020, 04:50:06 am »
This is possibility to vary enemy stats. In OG the aliens were clones, and this explains the same stats all members of each rank have. But in mods our opponents are often not clones, each of them supposed to have his own personal strengths and weaknesses. Some are dexterous and some are clumsy. Some are strong and some are weak.

Let classic Sectoid Leader be the example, but this guy also have mana to show how it works.

Code: [Select]
    stats:
      tu: 54
      stamina: 90
      health: 30
      bravery: 80
      reactions: 63
      firing: 52
      throwing: 58
      strength: 30
      psiStrength: 50
      psiSkill: 50
      melee: 76
      mana: 100

Here we need 3 modifiers:

1 - statsSpreading
Is maximum percentage modifier (int) for tu, stamina, health, reactions, firing, throwing, melee, strength & mana. Default 0, max 50. If set above 50 - it counts as 50. This modifier can be positive or negative - randomly. Also, each stat gets its own random-generated modifier, but not above threshold that we set.
Let's have statsSpreading: 30
When this unit spawning, its stats are modified by rng:
tu +10%
stamina: -20%
health: +7%
reactions: +15%
firing: +30%
throwing: -28%
strength: +1%
melee: +13%
mana: -14%
And on the battlefield we meet Sectoid Leader with following stats:
Code: [Select]
      tu: 59
      stamina: 72
      health: 32
      reactions: 72
      firing: 68
      throwing: 42
      strength: 30
      melee: 86
      mana: 86

If there another Sectoid Leader spawned - he gets his own modifiers and may be very different from the 1st one. E.g. Leader#1 is sniper with firing+30% while Leader#2 is grunt with health+30% but shooting not very good. And so on.

2 - psiSpreading
Is maximum flat modifier (int) for psiStrength & psiSkill. Default 0, max inf. This modifier is always positive.
Let's have psiSpreading: 18
It means this unit can spawn with random bonuses from 1 up to 18 for psi stats. Speaking of our Leader:
Code: [Select]
      psiStrength: 63
      psiSkill: 55
or
Code: [Select]
      psiStrength: 59
      psiSkill: 65

3 - braverySpreading
Is boolean. Default false. If true - bravery can get -20, -10, +0, +10 or +20, but not below 10.

First statGrowthMultipliers are applied - then this spreading algorhytms.

4
OXCE Suggestions Rejected / [Rejected] Soft Ironman
« on: October 23, 2019, 11:19:45 am »
Rejection reason: Sorry, but if I could, I would remove also the Hard Ironman feature. It's actively hurting me as a dev that people cannot provide much needed save files. I'm not going to shoot myself in the foot.



I don't want to play Ironman. It is too hard and unforgiving. But also I don't want to be a wascally savescumming wabbit. FLUFF saving each FLUFFIN' turn, but a chance to correct some mistakes is what I would like to have. So, the request:

Soft-Ironman mode. You can save manually only few times per mission (eg. twice).

Logics: manual saving creates a counter in the sav-file, something like saveWarning: 1. When this counter reaches the limit (set up in Global vars), manual saving is disabled. From this point saving on this mission works as classic Ironman. Maybe the counter can be placed in some distant hidden file, so players can't edit it easily - but dunno how to make this working properly (if only all missions would be created with their own unique ID and by that the engine can always clearly determine which counter for which mission was created).

5
OXCE Suggestions Archive / [Suggestion] Shortened country names
« on: March 24, 2019, 01:04:08 pm »
Sometimes the name of the country doesn't fit Graphs interface. Examples: Королевство Канадское, Срединная Провинция in RU XPiratez.

It's all OK on the Globe:


And rather ugly here:



Using shortened names on the Globe is not always good. But we can use separate strings for Graphs!
STR_COUNTRY: "NAME" for all cases but Graphs.
STR_COUNTRY_SHORT: "SHORT NAME" for Graphs.

Like this:



One more remark:


Maybe the "Funding" column can be moved to the right a little as it takes too much space presently? Not really crucial, but close enough, as you can see:


6
XPiratez / [MOD] OAK patch for RU Piratez
« on: November 03, 2018, 06:51:44 pm »
This mod improves X-Piratez' Russian localization and not affecting any other lang-packs.

MOD HERE ↓
https://drive.google.com/open?id=1FS9mRsLqSTSUkBRtfsScF2cZIM7stKys


VER. 5
1 - Small palette fix for cutscenes (black borders now, not white)
2 - FontGeoSmall: fixed the 'Я' letter for better reading
3 - Piratez.rul: proper text highlighting for interfaces 'articleItem', 'articleArmor' and 'articleCraftWeapon'
4 - STR_MUTANT_ABILITIES_UFOPEDIA: slightly edited
5 - Strings added and removed (see below).
Spoiler:
String added:
  STR_HEAL: "ЛЕЧЕНИЕ"

String removed because of adding to the build officially:
  STR_MAP_DARKNESS: "Затемнение"

Pics (no patch - patched):




     


     


     

VER. 4
1 - FontGeoBig: changed the 'А' letter for better reading
2 - FontSmallBloax-modified:  length of the '-' letter reduced
3 - STR_MUTANT_ABILITIES_UFOPEDIA: article markup changed (impossible via Transifex for some reasons)
4 - New strings added (see below).
Spoiler:
Strings added:
  STR_MONTHLY_RATING: "Дурная слава> {ALT}{0}{ALT} {1}"
  STR_VERY_LOW: "НИЗКО"
  STR_LOW_UC: "НЕВЫСОКО"
  STR_HIGH_UC: "ВЫСОКО"
  STR_VERY_HIGH: "ВЫШЕ ГОР"
  STR_VERY_LARGE: "ГИГАНТСКИЙ"
  STR_VERY_SMALL: "МИЗЕРНЫЙ"
  STR_NORTH: "НОРД"
  STR_NORTH_EAST: "НОРД-ОСТ"
  STR_EAST: "ОСТ"
  STR_SOUTH_EAST: "ЗЮЙД-ОСТ"
  STR_SOUTH: "ЗЮЙД"
  STR_SOUTH_WEST: "ЗЮЙД-ВЕСТ"
  STR_WEST: "ВЕСТ"
  STR_NORTH_WEST: "НОРД-ВЕСТ"

Pics (no patch - patched):




     


     

VER. 3
1 - FontSmallBloax: improved the big 'Э' letter
2 - Some addings and removings (see below).
Spoiler:
Strings added:
  STR_MAP_DARKNESS: "Затемнение"
  STR_SOLDIER_INFO: "Информация о бойцах"
  STR_HEADING: "КУРС"

Strings removed because of adding to the build officially:
  STR_MONTHLY_COSTS: "МЕСЯЧНЫЕ ЗАТРАТЫ"
  STR_MULTIPLE_DIFFERENT_BONUSES: "различные бонусы от используемых боеприпасов"
  STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Резервировать ОД для выстрела навскидку"

Old 'Э' letter:


New 'Э' letter:


VER. 2
1 - Improved the biggest 'Й' letter.
2 - Fixed the biggest 'К' letter.
3 - Some new strings not presented in ru.yml
Spoiler:
  STR_MONTHLY_COSTS: "МЕСЯЧНЫЕ ЗАТРАТЫ"
  STR_MULTIPLE_DIFFERENT_BONUSES: "различные бонусы от используемых боеприпасов"
  STR_AC_AP_AMMO: "Маг. Автопушки/ББ"
  STR_AC_HE_AMMO: "Маг. Автопушки/ОФ"
  STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Резервировать ОД для выстрела навскидку"

   

   

VER. 1
Features:
1 - Font AmigaFontBigBloax modified by Chronocide Commando in order to display some articles and terms correctly.
2 - Changed rects for some craft stats in BootyPedia - now Sabre's range is readable.
3 - Changed some terms: e.g "убежище" instead of "база" in some strings which not presented in Piratez ru-file.
4 - Other cosmetic improvements (see full list).

Full list:
Spoiler:
  STR_BASE_UC: "УБЕЖИЩЕ>{ALT}{0}"
  STR_DAMAGE_UC_: "УЩЕРБ>{ALT}{0}"
  STR_DESTINATION_UC_: "ПУНКТ НАЗНАЧЕНИЯ:{NEWLINE}         {0}"
  STR_WAY_POINT_: "ТОЧКА НА КАРТЕ-{0}"
  STR_DETECTED: "Обнаружено"
  STR_CRAFT_: "СУДНО> {ALT}{0}"
  STR_MAXIMUM_RANGE: "ДАЛЬНОСТЬ>{ALT}{0}{ALT}"
  STR_INFINITE_RANGE: "Н/Д"
  STR_INTERCEPTION_CRAFT: "ОБИТАТЕЛИ НАШИХ АНГАРОВ"
  STR_WEAPON_SYSTEMS: "ОРУДИЙНЫЕ СИСТЕМЫ"
  STR_LIVING_QUARTERS_PLURAL: "Жилье"
  STR_BASE_MAINTENANCE: "Обслуживание убежища"
  STR_TOTAL: "Итого"
  STR_TRANSFER_ITEMS_TO: "Отправка в убежище {0}"
  STR_NOT_ENOUGH_STORE_SPACE: "НЕДОСТАТОЧНО МЕСТА НА СКЛАДЕ!{SMALLLINE}{NEWLINE}Постройте новые склады или перешлите груз{NEWLINE}в другие убежища."
  STR_NO_FREE_ACCOMODATION: "НЕТ СВОБОДНОГО ПОМЕЩЕНИЯ!{SMALLLINE}{NEWLINE}В убежище назначения не хватает жилого места."
  STR_NO_FREE_ACCOMODATION_CREW: "НЕ ХВАТАЕТ ЖИЛОГО МЕСТА!{SMALLLINE}{NEWLINE}В убежище назначения не хватает жилого места{NEWLINE}для экипажа, назначенного на судно."
  STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "НЕДОСТАТОЧНО МЕСТА НА СКЛАДЕ!{SMALLLINE}{NEWLINE}На складе убежища назначения не хватает места{NEWLINE}для снаряжения, назначенного судну."
  STR_NOT_ENOUGH_LIVING_SPACE: "НЕ ХВАТАЕТ ЖИЛОГО МЕСТА!{SMALLLINE}{NEWLINE}Постройте новое жилье или отправьте народ{NEWLINE}в другое убежище или за борт."
  STR_DISMANTLE: "ПОД СНОС!"
  STR_FACILITY_IN_USE: "СООРУЖЕНИЕ ИСПОЛЬЗУЕТСЯ!"
  STR_CANNOT_DISMANTLE_FACILITY: "НЕВОЗМОЖНО СНЕСТИ!{SMALLLINE}{NEWLINE}Все сооружения должны быть{NEWLINE}соединены с входным лифтом."
  STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "НЕВОЗМОЖНО СНЕСТИ!{SMALLLINE}{NEWLINE}Сооружение невозможно снести{NEWLINE}во время модернизации."
  STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}{NEWLINE}Существующее сооружение уже надстроено."
  STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}{NEWLINE}Выбранное сооружение должно совпадать по размерам с существующим."
  STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}{NEWLINE}Выбранное сооружение не является улучшением существующего."
  STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}{NEWLINE}Существующее сооружение{NEWLINE}не может быть надстроено."
  STR_CANNOT_BUILD_QUEUE_OFF: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}{NEWLINE}Сначала необходимо завершить строительство связующих сооружений."
  STR_BASE_UNDER_ATTACK: "Убежище {0} атаковано!"
  STR_FUSION_BALL_UC: "БЛАСТЕР-ПУШКА"
  STR_FUSION_BALL_LAUNCHER: "Бластер-пушка"
  STR_AVALANCHE_LAUNCHER: "Пусковая установка 'Лавина'"
  STR_AVALANCHE_MISSILES: "Ракета 'Лавина'"
  STR_ROCKET_LAUNCHER: "Ракетомет"
  STR_CENTER_SELECTED_UNIT: "Центр на выбранном бойце"
  STR_PREVIOUS_UNIT: "Предыдущий боец"
  STR_NEXT_UNIT: "Следующий боец"
  STR_DESELECT_UNIT: "Следующий боец (больше не выделять)"

Pictures below let you see how it works.

7
Help / Custom maps
« on: October 04, 2018, 05:26:35 pm »
There'll be some questions from rookie (really rookie >_<) modder about maps...

I tried to change a map's height: all DESERT map-blocks got +1 additional level (total 5) via Mapview2. Then, I ran a quick battle at 'Desert' terrain, but the game crashed.

Quote
A fatal error has occurred: Height of map MAPS/DESERT09.MAP too big for this mission, block is 5, expected: 4

So, how can I change 'expected' height?

8
XPiratez / What's wrong with the picture?
« on: November 08, 2017, 07:45:43 am »
In H2 I have a feeling that some textures are somewhat darker in comparison with G4. Just look at these paperdolls. They are identical. But what a difference in contrast / brightness! Why? I do like old graphics from G4. New one (H2) is a, urrrgh, piece of reapershit. I don't speak about battlescape yet, that's really toxic and eye-hurting.

Would you like to enable custom brightness / contrast / color, please?

9
XPiratez / Blood Ax ruins the game
« on: October 31, 2017, 07:07:36 pm »
Looks like blood ax is synergyzing with Syn (no pun intended) too good. I was able to eliminate 10 (!) enemies (Megapol) in just one turn with her (screen attached), without any overheating. Probably it may be nerfed/fixed with following: ax effect (no pun intended again) works only with organic wielder, as it is already done with beer and stimms. Ver. 0.99G4.

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