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Topics - vadracas

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I'm attempting to write a script to create more varied enemies-
 First problem: I attempted to make it so that only enemies would get the tags but have no idea if that part of the script is functioning.

Second problem: tags aren't being applied to any enemy ever.

Attaching the mod-please provide any critical feedback you have.

OXCE Support / [Feedback] Partially non-logarithmic training
« on: May 08, 2020, 12:18:00 am »
 I've always wanted to play something in this game where the stat caps are crazy high and your soldiers slowly become more and more skilled and powerful without ever truly maxing out.

Currently, this is impossible due to the formula that secondary stats are improved which is based on how much farther you have to go before hitting the cap.

What I'm thinking of doing is adding an option to change the point where a soldier's secondary stats grow logarithmically/exponentially(I don't know, I didn't graph it) to one of a few options.

If this was implemented, none of the values would be required in the .rul files, instead, if it didn't detect those variables then they would be set to the appropriate values for the game to act like normal.

1) To the training stat caps and after that it grows at a fixed(still partially randomized) rate, specified in the unit's .rul file by an integer named postTrainingGrowthRate or something. This integer would be required to be set to -1 if the unit has a defined training stat cap for the code to realize it isn't supposed to only grow up to training caps, and it should instead grow all of the way. If training caps aren't defined then all of this is irrelevant as it would never trigger.

2) A new stat set called something like logarithmicGrowthCaps which only has secondary stats as it's inputs. Then the same is done with this as option one except the growth and training can be separated and there's another set of values to put in the .rul file. This method would also require the growth rate integer mentioned above.

3) I'm open to suggestions for other ways to implement this.

Is this interesting to anyone as something they would want? Do I need to clarify anything in the above post? Just say so please.

OXCE Builds & Ports / [SOLVED] Can't compile on macOS 10.14
« on: May 03, 2020, 07:14:54 pm »
Alright, second try. I can't compile on mac, and though I can see some hints in the terminal, I can't make sense of it.

Mac version 10.14.6

Before anyone tells me I should be using the newer dependency install method, it doesn't work, I tried it.

Attaching the full terminal log in a text document within a zip.

OXCE Builds & Ports / OXCE dependencies error on mac
« on: April 29, 2020, 06:42:36 pm »
When I copy and paste the terminal commands to download the OXCE compiling dependencies on my mac, I get this error- Error: invalid option: --with-static-lib

No idea whether this my fault or not.
My mac is version: 10.14.6

Thanks in advance.

Edit: So it looks like homebrew doesn't like install options in the formulae anymore??

Work In Progress / Soldier transformation capabilities
« on: April 08, 2020, 07:34:59 pm »
Is there a way to overload a single transformation? For example, I have multiple unit types with different stats and I want a single transformation to be able to accept all of those soldier types and not produce a different soldier type, but I want the soldier transformation to not be applicable to any soldier above or below a certain percentage of max stats(which I would manually enter).

Problem is, I don't know how to do that without creating multiple different soldier transformations and having them clutter the soldier transformation toolbar.

My solution would be to have overloaded transformations if that is somehow possible without real code being involved. That would mean that I could have multiple different soldier transformations in the .rul files that have the same name and appear as one transformation in the scroll bar where the transformations appear.

P.S. As with my last request, please tell me if this should be put into the OXCE suggestions thread

Help / Throwing weapons
« on: April 04, 2020, 07:15:16 pm »
So I've been thinking of implementing something where if you really need to, you can throw your weapon at an enemy as an attack. My problem is that I have no idea how to move the actual weapon to that location like the generic throw action does. Is that an option accessible to modders?

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