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Topics - Kozinsky

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1
Air defense systems need ammunition to fire on UFOs attacking the player's base, as well as time to reload their guns.

Requires:
    - OpenXcom Extended version 7.11.1 or higher
      OR Brutal-OXCE version 8.0.2 or higher.
    - The X-Com Files mod version 3.2 or higher.

Recommended for use with:
    - X-Com Files: Air Raids submod version 2.0.0 or higher, which adds ability to aliens to launch missiles or bombs that destroy base facilities without a base defense battle.

Compatibility:
    - Compatible with all other submods.

Notes:
    - You can activate this submod at any stage of your game.
    - If after installing this submod you see white text on the base screen above the air defense systems, but not colored text as in the above pictures, then delete the "standard" and "common" folders from the game directory and copy them again from the OXCE archive of the latest version. Also, if there are "standard.zip" and "common.zip" archives and backup copies of "standart-[folder backup time]" and "common-[folder backup time]" folders in the game folder, then delete them as well.

Languages:
    - english (en-US)
    - russian (ru)

Download link:
   - https://mod.io/g/openxcom/m/x-com-files-realistic-air-defense-systems

If you speak English well, please suggest a more correct translation of the strings that are displayed to the player.

Changelog:
Spoiler:
    1.0.0 (08.02.2024):
Spoiler:
      - Initial release.

2
The X-Com Files / [submod] X-Com Files: Elite Commendations (1.0.0)
« on: February 13, 2024, 02:28:08 pm »
If you have a lot of veteran agents in your game who have some level 10 medals, this submod is for you. It adds "elite" versions of the regular medals, which can be obtained in addition to the regular medals. They have exactly the same characteristic bonuses to agents as the regular medals, but have much higher requirements.
For example, the regular "Death Dealer" medal requires killing a certain number of enemies to get each level of the medal:
   
Code: [Select]
30, 50, 75, 100, 150, 225, 350, 400, 650, 888And to get the elite medal "Elite Death Dealer" will require killing the following number of enemies for each of its ten levels:
   
Code: [Select]
1100, 1300, 1500, 1700, 1900, 2150, 2400, 2700, 3000, 3500
This submod also adds elite versions of the medals for the "X-Com Files: Arsenal Additions" submod, as a separate submod. Therefore, if you do not play with "X-Com Files: Arsenal Additions", then simply do not activate the "XCFAA: Elite Commendations". submod.

Requires:
    - OpenXcom Extended any version
      OR Brutal-OXCE any version.
    - The X-Com Files mod any version.
    - optional: The X-Com Files: Arsenal Additions submod any version.

Compatibility:
    - Compatible with all other submods.

Notes:
    - You can activate this submod at any stage of your game.
    - If you are playing with submod "X-Com Files: Arsenal Additions", then in the list of mods place submod "XCFAA: Elite Commendations" below it.

Languages:
    - english (en-US)
    - russian (ru)

Download link:
    - https://mod.io/g/openxcom/m/x-com-files-elite-commendations

If you speak English well, please suggest a more correct translation of the strings that are displayed to the player.

Changelog:
Spoiler:
    1.0.0 (12.02.2024):
Spoiler:
      - Initial release.

3
Is there any way to understand with scripts if a player's soldier has a certain commendation of a certain level?
Similarly for transformations: how can a script understand if a soldier has a certain transformation?

4
I would like to propose an upgraded algorithm for the air defense systems at the player's base.
For example, suppose there is a simultaneous attack on the player's base by multiple alien missiles (see this topic for a description of this mechanic) - on the geoscape it will look like many UFOs flying to the player's base, which will arrive at the base almost simultaneously. Since in the real world the amount of ammunition in air defense systems is limited, air defense systems can only fire a limited number of shots. And if the number of targets exceeds the number of ammo in the air defense system, the latter targets are guaranteed not to be shot down.

The current air defense algorithm in the game does not take this feature into account: every time an attack is made on the player's base (when the screen of reflection of the attack on the player's base is shown), each air defense system has a full ammo supply, which is instantly reloaded between attacks. Of course, using the "ammoItem" and "ammoNeeded" parameters (see this topic) brings a bit of realism, but still does not take into account the reload speed of air defense systems.

I suggest adding the following parameters for the base modules (similar to the "craftWeapons" parameters):
ammoMax - the maximum amount of ammo that can be loaded into this air defense system. According to the "ammoNeeded" parameter, this parameter can indicate either the amount of ammunition required to operate the air defense system, or the number of shots. For example, with "ammoNeeded: 5" and "ammoMax: 15", in the first case it will mean that the air defense system will be able to fire 15/5=3 shots until the ammo is fully discharged, or in the second case - 15 shots (each of which requires 5 ammo).
rearmRate - how much ammunition will be loaded into this air defense system per game hour. If possible, it is better to make this parameter to describe the amount of ammunition loaded during a game minute.

In addition to the technical implementation of the new algorithm, I think it will be a big problem to display information about the presence or absence of ammunition for each air defense system on the base. At the moment I think it will be enough to display this information in text form on top of the picture of the air defense module on the base screen.

In the attached image, the text "-/-" means that this air defense module has infinite ammunition and does not require rearming (as it works now).

5
OXCE Suggestions NEW / [Suggestion] "Kamikaze" UFOs
« on: January 10, 2024, 12:08:15 pm »
A small addition to the alien missile attack functionality from this thread.
I propose to add a new parameter to UFOs, indicating that this UFO during dogfight with the player's aircraft will self-destruct and cause the specified damage (from the parameter "power") to the player's aircraft. For example:
Quote
ufos:
  - type: STR_SMALL_ROCKET
    isKamikaze: true #default - false

The behavior of this UFO during air combat: it tries to approach the player's aircraft at the highest possible speed (as if it had the parameter "range: 1", or even less than 1 but greater than 0). The "range" parameter itself is ignored because it has no meaning. As soon as the distance between the UFO and the airplane is equal to 0, the UFO is detonated, the player's aircraft is damaged and the air combat ends.
If during the dogfight the player destroys this UFO at a distance greater than 0, the combat ends as if it was just a normal UFO, i.e. without any consequences to the player's aircraft.
If the player destroys a UFO at distance 0, the UFO also self-destructs, causing damage to the player's aircraft.

With this feature, I hope, it is possible to realize a kind of air defense system protecting alien bases from the player's attack.

6
OXCE Suggestions DONE / [DONE][Suggestion] More retaliation variants
« on: August 08, 2023, 07:40:18 pm »
A few suggestions for further development of this functionality:
1. Now the attacking UFO appears instantly and immediately on the player's base. I would like to be able to customize the trajectory of the UFO so that it flies to the player's base as it does the last UFO in the original retaliation mission (generated in "spawnUfo"): from a random point in a straight line to the player's base. This way, the player may have the possibility to intercept such a UFO before attacking the base.
For example, the "spawnOnPlayerBase" parameter: when it is in the "true" state, the UFO will be generated instantly at the player's base (as it works now). When it in "false" state, the UFO is generated away from the base and flies to the player's base.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_INSTANT
    points: 0
    objective: 6                # the new objective type
#    ignoreBaseDefenses: true
    spawnUfo: STR_BATTLESHIP    # this is the UFO that will be spawned
    spawnOnPlayerBase: false    # true by default
    waves:
      - ufo: STR_BATTLESHIP     # just put something here, doesn't matter
        count: 1
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

2. I would like to specify the number of UFOs attacking the player's base, not just one.
For example, their number should be specified in the new parameter "spawnUfoCount", and the interval of their generation would be set in the parameter "spawnUfoTimer". This is true for both the regular retaliation mission and this new instant retaliation mission.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_INSTANT
    points: 0
    objective: 6                # the new objective type
#    ignoreBaseDefenses: true
    spawnUfo: STR_BATTLESHIP    # this is the UFO that will be spawned
    spawnUfoCount: 2            # 1 by default
    spawnUfoTimer: 320          # 0 by default. How long after the previous UFO should this UFO arrive? (in minutes)
    waves:
      - ufo: STR_BATTLESHIP     # just put something here, doesn't matter
        count: 1
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

3. How about adding retaliation UFO generation to the "waves" section (in addition to "spawnUfo")?
For example, a wave that should generate UFOs to attack the player base could be labeled with "isRetaliationWave: true". UFOs from such a wave would not be generated if previous "normal" waves have not found the player's base. The "trajectory" parameter in this wave is ignored: UFOs fly in a straight trajectory to attack the base. This opens up the possibility to make several waves to attack the player's base, between which there can be normal waves searching for the player's base.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP
    waves:
      - ufo: STR_BATTLESHIP
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 2
        isRetaliationWave: true        # false by default
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 3
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

7
The X-Com Files / [submod] X-Com Files: Damaged Facilities (1.1.0)
« on: August 08, 2023, 01:09:35 pm »
If, during the battle for the player's base, any of the modules of the base is too badly damaged (for example, by too active use of strong explosives), then after the completion of the mission such a module will no longer disappear, but will be replaced by a damaged version.
Such damaged modules partially lose their "primitive" functions: storage space, personnel living quarters, workplaces, and gym workouts. At the same time, the "technological" functions of the module are completely disabled: UFO detection, scientific research, air defense, detention of prisoners and aliens.
To restore the module's functionality, it must be repaired - simply build a new module of the same type on top of the damaged one.

Requires:
    - OpenXcom Extended any version
      OR Brutal-OXCE any version.
    - The X-Com Files mod version 3.2 or higher.

Recommended for use with:
    - X-Com Files: Air Raids submod version 2.0.0 or higher, which adds ability to aliens to launch missiles or bombs that destroy base facilities without a base defense battle.

Compatibility:
    - Compatible with all other submods.

Notes:
    - You can activate this submod at any stage of your game.

Languages:
    - english (en-US)
    - russian (ru)

Download link:
   - https://mod.io/g/openxcom/m/x-com-files-damaged-facilities

If you speak English well, please suggest a more correct translation of the strings that are displayed to the player.

Changelog:
Spoiler:
    1.0.0 (08.08.2023):
Spoiler:
      - Initial release.
    1.1.0 (08.02.2024):
Spoiler:
      - Removed "missileAttraction" for better compatibility with "X-Com Files: Air Raids" submod.
      - Fixed bug of building a new module on top of any other damaged module.
      - Better images.

8
The X-Com Files / [submod] X-Com Files: Air Raids (2.0.0)
« on: August 08, 2023, 01:06:43 pm »
With some chance, each of the alien retaliation missions will end not with a troop landing on the player's base, but with a bomb or missile strike on the base, during which the base modules may be destroyed. Of course, as with a normal retaliation mission, the aliens must first locate the player's base.
During the bombing mission, the player's base is attacked by a UFO of the usual kind. Depending on its type, the strength of the bomb will vary.
During a missile strike, the player's base is attacked by a very fast missile, a new type of UFO that is almost impossible to shoot down. It also has several variations in the strength of the damage it inflicts on the player's base.
Defense with air defense systems will now become more relevant.

Requires:
    - OpenXcom Extended version 7.11.1 or higher
      OR Brutal-OXCE version 8.0.2 or higher.
    - The X-Com Files mod version 3.2 or higher.

Recommended for use with:
    - X-Com Files: Damaged Facilities submod any version, which adds destroyed versions of all base modules.
    - X-Com Files: Realistic Air Defence Systems submod any version, which adds new firing and reloading mechanics to air defense systems.

Compatibility:
    - There may be problems with submods modifying alien retaliation missions.

Notes:
    - You can activate this submod at any stage of your game.

Download link:
   - https://mod.io/g/openxcom/m/x-com-files-air-raids

Languages:
    - english (en-US)
    - russian (ru)

If you speak English well, please suggest a more correct translation of the strings that are displayed to the player.

Changelog:
Spoiler:
    1.0.0 (08.08.2023):
Spoiler:
      - Initial release.
    2.0.0 (08.02.2024):
Spoiler:
      - Added a new retaliation mission option where any UFO in the mission can attack the player's base (even small scouts), not just battleships.
      - Added many new missile attacks on player bases from space.
      - Added several new missile attacks launched from existing alien bases.
      - Added new item "Alien Bomb" for UFO bombing variants.
      - Added "missileAttraction" parameter for all base objects - a weight (i.e. not a percentage) of how likely alien missiles/bombs are to hit this type of object. This parameter was moved from the "X-Com Files: Damaged Facilities" submod.
      - Added two new retaliation options for late and very late game, with an increased number of UFOs and their more frequent attacks on player bases.
      - Bomber variants of UFOs now have alien bombs on board (watch out, they are VERY explosive!).
      - Rebalancing the odds of generating retaliation missions based on the current month of play.
      - Crew compositions for the bomber variants of UFOs have been changed: fewer soldiers and terrorists, more navigators.
      - Removed bombing missions for MiB, Hybrids, Syndicate and cultists.
      - Removed bombing versions for the Sentry and Airbiter UFOs.
      - Removed instant missile strike missions because the new missile strike missions can generate missiles almost instantly at the player base.
      - Removed the "big" missiles, as the new mechanics make it possible to attack player bases with multiple single missiles at once.

9
The X-Com Files / [submod] Empty space (base facility)
« on: July 02, 2020, 12:25:24 pm »
This submod adds a new base module, the "Empty space", which can be used to prepare space before building all other modules. Any other base facilities placed on top of the "empty space" will be built five days faster than if it were placed on an unprepared surface.
Dismounting modules now takes some time. And after disassembling a module, there will be an "empty space" in its place.

10
OXCE Support Y-scripts / [Example] Handcuffs script
« on: April 29, 2020, 04:40:55 pm »
This script makes it possible to fully use the handcuffs - each prisoner becomes stunned forever and does not die from overstun. The idea of ​​handcuffs is taken from the X-Piratez mod: this is a medikit with one charge of the stimulator, which can only be used on stunned bodies. After use, the handcuffs disappear from the player’s inventory.
Code: [Select]
items:
  - type: STR_HANDCUFFS
    medikitTargetImmune: true
    medikitTargetMatrix: 21
    stimulant: 1
    stunRecovery: 0 #no matter what value is here - script overrides it
    isConsumable: true
    costUse:
      time: 75
      energy: 10
    tags:
      HANDCUFF_STRENGTH: 1

extended:
  tags:
    RuleItem:
      HANDCUFF_STRENGTH: int
    BattleItem:
      ITEM_HANDCUFF_STRENGTH: int
    BattleUnit:
      IS_HANDCUFFED: int
  scripts:
    createItem:
      - offset: 1
        code: |
          var ptr RuleItem itemRuleset;
          var int strength;
         
          item.getRuleItem itemRuleset;
          itemRuleset.getTag strength Tag.HANDCUFF_STRENGTH;
         
          if gt strength 0;
            item.setTag Tag.ITEM_HANDCUFF_STRENGTH strength;
            debug_log "item.setTag.ITEM_HANDCUFF_STRENGTH: " strength;
          end;
          return;         
    healUnit:
      - offset: 1
        code: |
          var int strength 0;
          var int NewStun;
         
          item.getTag strength Tag.ITEM_HANDCUFF_STRENGTH;
          debug_log "item.getTag.ITEM_HANDCUFF_STRENGTH: " strength;
          if gt strength 0;
            target.setTag Tag.IS_HANDCUFFED 1;
            debug_log "target.setTag.IS_HANDCUFFED: " 1;
           
            target.getStunMax NewStun;
            target.setStun NewStun;
            debug_log "target.setStun: " NewStun;
          end;
         
          return;
    newTurnUnit:
      - offset: 2
        code: |
          var int IsHandcuff;
          var int NewStun;
         
          unit.getTag IsHandcuff Tag.IS_HANDCUFFED;
          debug_log "unit.getTag.IS_HANDCUFFED: " IsHandcuff;
         
          if gt IsHandcuff 0;
            unit.getStunMax NewStun;
            unit.setStun NewStun;
            debug_log "unit.setStun: " NewStun;
          end;
          return;
Sorry for my bad English.

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