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Messages - Delian

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OXCE Suggestions NEW / Re: Reduce enemy suicides
« on: February 19, 2024, 10:21:52 pm »
Thanks for the fast reply.

Oops. Nevermind then. Then what most likely happened was, the enemy decided to target a different unit with molotov, but my CQC intercepted it, causing it to hit itself.

I suppose this is a problem with CQC itself, when intercepting arcing shot weapons.

Well, it happened to me 3 times in a row, which is a bit odd, so maybe something else is going on. I'll see if I can reproduce it later.

OXCE Suggestions NEW / Reduce enemy suicides
« on: February 19, 2024, 08:07:54 pm »
When enemies are wielding explosive or incendiary weapons, it seems they don't care if they're standing within the blast radius. This is problematic because, well, from time to time they suicide this way. Note that this is not a problem in vanilla games, since enemies don't really get a large variety of such weapons there.

I'm not looking for a complicated solution, but:
If an enemy has a choice of using two weapons, they should prefer to use the one with which they won't cause substantial damage to themselves.

It recently happened to me that an enemy had a knife and a molotov cocktail. I was standing in melee range of them. So what did they do? They blasted me and themselves with molotov, instead of killing me with a knife lol. So a simple solution would be to prefer a melee weapon in melee range, if the other choice is a weapon with a blast radius.

A more complicated solution would involve blast radius and damage calculation on all the units caught in the blast radius, and to only use the blast radius weapon if the damage on friendly units would be a factor lower than the damage done on enemy units (either because of resistances, or radius damage dissipation). Could also include a random chance to just go and blast anyway.
An even more complicated solution would also involve moving away from the target until the calculation would be favorable enough.
But yeah, I think the first simple melee solution is good enough.

Works great, and much less confusing than the original implementation.

But mostly, I'd suggest just doing a fix to condemnation triggers.

I disagree. Condemnation triggers work just fine and I like the current way they work (I also like getting Lawyer condemnation for the Voodoo gals). It makes no sense to change the whole game just because there's one condemnation you personally don't like getting.
There are plenty of other condemnations that are good to avoid and how do you avoid them? By not doing the thing that triggers them with the soldiers you don't want getting them. For instance, about half of all BURN type weapons/ammo do 0 stun damage, which guarantees killing enemies without knocking them out (Ghouls burn well btw). Alternatively, overkill them with weapons that have guaranteed high minimum damage. Another option is panic and mind control, since those neutralize enemies but don't count as making an enemy unconscious.

This would also prevent players from farming an absurd amount of knockdowns on a single enemy by repeatedly knocking them down with a guaranteed non-lethal weapon (such as a cattle prod), then reviving them.

Cattle Prod isn't a guaranteed non-lethal weapon lol. But you know, knocking out an enemy only counts the first time. If the same unit tries reviving and knocking out the same enemy again, it won't count.

The best training is Simpleton

Which logically doesn't make any sense because simple minds were supposed to be easier to mind control.

XPiratez / Re: Bugs & Crash Reports
« on: February 05, 2024, 01:39:16 am »
But at the mission debriefing loot window shown only 1 laser pistol, meaning the pistol gal picked up was lost

Academy outpost can't spawn 2 of the same laser pistols on the ground. It spawns Self-Charging Laspistol + Pocket Las-Charger.

XPiratez / Re: Bugs & Crash Reports
« on: February 04, 2024, 03:55:38 am »
Unmaker condemnation says "Night Vision every 3rd level", but its 1st level already adds night vision (2nd level doesn't tho)

Grav Cannon says it shoots in a straight line. It should probably be in the "Launchers" category instead of "Arcing Long-Range"

STORMCAT should have CAMO instead of INVIS
SHADE says INVIS 10, but it's only invisible during the day. if this is intended, then description should be corrected.

XPiratez / Re: How Different Is Xpiratez Since
« on: February 28, 2023, 05:44:18 pm »
Sky Ninjas do not build bases early on

On Jack Sparrow they still do.

This feature sounds like it would only be useful to players, not modders.

If a moddable research cost multiplier is added, then it should be stand-alone setting, not bound to game difficulty settings. That's because a player may not necessarily want a shorter+easier game or a longer+harder game. They could also have a shorter+harder or a longer+easier game.

You do mention another interesting concept tho - Game Length. I wonder if a player-adjustable Game Length setting has already been discussed in the past.

OXCE Suggestions Archive / Re: [Suggestion] Rotating Craft Maintenance
« on: February 24, 2023, 04:06:29 pm »
damage that prevents a craft takeoff and damage that doesn't prevent craft takeoff.

Remember, you can launch a craft that has only 1% health left, if it has >0% fuel in it. Therefore "damage that prevents a craft takeoff" cannot logically exist.
Maybe if you'd argue that there exists "damage that prevents a craft from being refuelled", but that also doesn't make sense because, logically, a craft's fuel system works just fine since the craft can take off, fly, and land without issues. Any holes in the fuel tank would only make refuelling easier hehe.

In my opinion, these are not issues, but desired and well designed fundamental geoscape features.

I'd argue that because in xcomapoc these fundamental geoscape features have been changed (so that refuelling rearming and repairing all happen at the same time), it indicates that the original behavior of these features in ufo/tftd was undesirable.
Also, no one is arguing that repairing should be removed altogether. What we can say is that, considering mods do often use the repairRate craft rule, it, again, indicates that unmodded maintenance behavior is undesirable.

Anyway, I agree that if this feature was sufficiently moddable, then a workaround could be produced. What would be a good way to mod this?
You could make a geoscape yankes-script function that gets executed every 30min on every craft, which would contain the repairing/rearming/refuelling logic. Modders could then change this logic and include their own code to modify the craft's repair/refuel/rearm state. I do like Finnik's idea of consuming custom items for repairs, perhaps even custom repair speed depending on the item used, tho that might be a bit hard to realize in a yankes-script function.

OXCE Suggestions Archive / [Suggestion] Rotating Craft Maintenance
« on: February 24, 2023, 01:22:26 am »
If you have the "Force craft launch" game option enabled, you're able to use the craft even if it's not yet ready. That is nice and all, but there's a few issues.

1. If the craft is damaged and out of fuel, then the craft is unusable until the repairs finish, which can take a long time.
2. If the craft is damaged and out of ammo, then the craft is useless (as an interceptor) until the repairs finish, which can take a long time.

The first problem could be solved if the order of maintenance was changed so that refuelling is done before the repairs finish.
The second problem could be solved if the order of maintenance was changed so that at least some ammo is loaded before the repairs finish.

So what I'd like to suggest is to change how the crafts are maintained when the "Force craft launch" option is enabled:
Instead of doing all the repairs first, all three parts of the maintenance should be done at the same time in a rotating fashion:
- Spend 1 hour repairing
- Spend 1 hour refuelling
- Spend 1 hour rearming
- Spend 1 hour repairing
- Spend 1 hour refuelling
- Spend 1 hour rearming
- etc...

This can easily be achieved, for instance, by preferring one action over another based on the result of "current hour of the day" modulus 3

XPiratez / Re: Bugs & Crash Reports
« on: February 21, 2023, 10:27:23 pm »
The following manufactures seem to be too profitable:

STR_ANNA_PUMA_EVENT and STR_UNI_PUMA_EVENT spawn the puma sisters. However, they have old stats, from before the nerf. Their stats should be changed to reflect the changes to the base nekomimi stats.

STR_TK_DEVICE should probably not generate smoke.

In Piratez_Factions.rul, lines 26051 and 26055 are duplicate.

On the topic of Bootypedia, I used the old local xpedia, but when opening the html file, the parser throws a few errors. Editing Piratez_Factions.rul and replacing regionsWithCities to RegionsWithCities seems to do the trick. I use the old one because in several cases it's less buggy than the new one.
The site... did you try turning off Cloudflare CDN? There seem to be some issues with how redirections are set up.

XPiratez / Re: I want to find what music plays
« on: September 06, 2022, 02:44:12 am »

XPiratez / Re: Bugs & Crash Reports
« on: August 26, 2022, 11:59:11 am »
There's 3 types of coldness (all have the same name, Freezing Cold)
Normal Cold - needs 208% or less resist
Intense Cold - need 83% or less cold resist
Deadly Cold - needs 41% or less cold resist

Certain missions, like Reservoir Dog or Shambler hunt can have Intense Cold. Deadly Cold can sometimes appear when a ufo's landing site is on a "solid ice" texture.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: August 24, 2022, 01:32:43 pm »
You can't make everyone happy
That's true but, no one asked for tempUnitStatistics to be put in a single line. Did Meridian ask for it?

Sorry if I'm being nitpicky here, but I check those statistics (kill list) very often, so the readability there is important to me. If the formatting there stays like this, then I have to use older OXCE version.

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