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Messages - 40kfan

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1
OpenXcom Extended / Re: [Suggestion] [QoL] Sortoption for Soldiers by Craft
« on: December 22, 2020, 08:16:41 am »
From the Piratez forum, there is a similar request for a Soldier sorting option in the base via geoscape. (Screen shot1)

Are you and the forum ID the same person?  If you are, if I may add my input into it.

From my own play through of various mods, let use Piratez for example. Perhaps we can have sorting done via in this format, please see screenshot prototype.

Notice the new "sort by" button above the column where Ranks used to be, we can have various sorting options like experience, ranks, commendation and etc..

Above the craft column, we can add another "sort by" button. This button would allow the grouping of various soldiers via the craft they are assigned to, not assign to and etc. 

If a base has multiple crafts, perhaps the grouping in that column can be made collapsible to sub-columns.

Craft not selected by the player with its roster of soldiers hidden or the sub-column with the soldiers collaspsed.

Craft selected by the player would be expanded out and visible.

This allows better organization and visibility of soldiers, if there are a lot of soldiers hired for the base, while you are editing the craft of which soldiers are to assign for it.

This said, can we also add a new feature, like "Squads" as to a soldier type is assign to? Squads will have Craft like behavior or attribute, with items and armours assigned to it.

-Squad sorting can be done in the column assign to craft, can be switched in between "Craft" and "Squads" 

Sample Coding example 1

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    numberPerSquadMax: 12
    soldierMaxperSubGrouping: 4
    numberSubgrouping: 3
  - type: STR_SOLDIER_S
    numberPerSquadMax: 15
    soldierMaxperSubGrouping: 5
    numberSubgrouping: 3


numberPerSquadMax, is the maximum number of soldiers can be assign to a squad.
soldierMaxperSubGrouping, is the maximum number of soldiers can be assign to a sub-group in a Squad.
numberSubgrouping, maximum subgroups a squad can have.

Or can be coded this way.

Code: [Select]
Squads:
  - type: STR_PHALANX_SQUAD #<--- SQUAD TEMPLATE
    customSprite: 5
    customSpriteList: [STR_SPARTANLOGO.PNG, STR_COMPANION.SPK]
    numberPerSquadMax: 12
    soldierMaxperSubGrouping: 4
    numberSubgrouping: 3
    allowSoldierType: [STR_SOLDIER]
    allowUnitType: [STR_DOGS, STR_CATS]
    squadBonusAbillity: XXXXX
    maxNumberItem: 90
    costCreate: 100000
    costMaintenance: 3000 #(Per Month)

  - type: STR_LEGION_SQUAD #<--- SQUAD TEMPLATE
    customSprite: 2
    customSpriteList: [STR_LEGIO1.PNG, STR_HISPANIA.SPK]
    numberPerSquadMax: 15
    soldierMaxperSubGrouping: 5
    numberSubgrouping: 2
    allowSoldierType: [STR_SOLDIER]
    allowUnitType: [STR_DOGS, STR_CATS]
    squadBonusAbillity: XXXXX
    maxNumberItem: 50
    costCreate: 200000
    costMaintenance: 3000 #(Per Month)

  - type: STR_BLOODANGELSQUAD #<--- SQUAD TEMPLATE
    customSprite: 5
    customSpriteList: [STR_SPACEMARINE.PNG, STR_CENTURION.SPK]
    numberPerSquadMax: 15
    soldierMaxperSubGrouping: 5
    numberSubgrouping: 2
    allowSoldierType: [STR_SOLDIER_S]
    squadBonusAbillity: XXXXX
    maxNumberItem: 30
    costCreate: 300000
    costMaintenance: 3000 #(Per Month)


customSprite, number of custom Sprite logos available to choose from, when a Squad is created from this particular Squad Template.
customSpriteList, self-explainatory, a list of logos/art/sprites from extrasprites.rul referenced to the list.
numberPerSquadMax, from above
squadBonusAbillity,  from above
maxNumberItem, from above
allowSoldierType: soldier type allowed for the Squad
allowUnitType: Unit type allowed for the Squad, eg, drones, tanks.
squadBonusAbillity: what kind of bonus the Squad gives to all its soldiers after certain achivement is reach.
maxNumberItem: total maximum of items and equipment assigned to the squad.

Squads has to be created from Squad Template above. For example all STR_PHALANX_SQUAD type allows for only 12 Soldiers and Units like Drones assigned to it, with maximum 90 items.
Where STR_LEGION_SQUAD type allows for 12 Soldiers and Units like Drones assigned to it, with 50 items and equipment allowed.

Squads can be created just like in the manner of a Craft is created. From a Menu button at where the old sort by button is?
The button drop down the list in numbers of Squad template available to select from.

Squad can be create and the later disband, if all its member are wipeout,lost or for some other reason

-A Craft can have multiple Squads assigned to it. Equipment assigned to the Squad will only be visible to its Squad, even if there are equipments from multiple Squads pooled together in the craft.

-A Squad must be assigned to a craft that can carry it, not spilled or split into different crafts. 

-Similar to Craft, Squad with the group of soldier assigned to can be made collapsable or hidden, until it is selected and expanded.

-The column for Squads/Craft can allows for multiple collapsable group of soldiers, pending of the Squad/Craft selected or expanded.

-Like Soldiers assigned to a Craft, soldiers assigned to a Squad can be mass transfer together to another base with the Equipment assigned to a Squad. OR both (or all the Squads in the craft) are transfered together.

-Bonuses/Special Abillties/Skills can be given to a squad, just like commendation to a soldier, base on Squad's total kill history or pool experience, totalled from all the Soldier in the Squad? The
Bonuses / Special Abillties/ Skills effect would affect all soldiers within the Squad. These Bonuses / Special Abillties/ Skills can be stats boost to soldier special skills, from Memmaker's vigilo confido
mod?

-Lastly, in battlescape, soldiers assigned to a Squad can be group selected or move together in a group, for better battlefield management. If a craft has 20+ soldiers.

How does this affect gameplay?

1) Better soldier management in the base screen.

2) Enhanced Squad Combat/Tactical experience. Each Squad has its own Charecteristic, History and Identity, base on achievements, missions and kills. Allow the creation of Elite Squads and Green Squads.

3) If group selection via squad is available in Battlescape missions, Squad can be better manage for different battlefield tasks. One Squad for battlefield Scout/explore, another for UFO intrusion and etc.

A sub-mod with this feature for 40k will be epic.



2
Help / Re: A fatal error has occurred: Interface transformationList
« on: December 18, 2020, 04:21:33 pm »
Problem fixed, thank you!

3
Help / A fatal error has occurred: Interface transformationList
« on: December 18, 2020, 03:51:34 pm »
Hi, I am trying to merge the skill sets from Memmaker's excellent vigilo_confido_0.9.8 into my mod.

I keep getting "Interface transformationList not found" error.

How does one disable this or get rid of the entry in the Soldier's Info Section?

4
OpenXcom Extended / Re: [Suggestion] Generic Bases or Outpost.
« on: December 16, 2020, 12:33:13 pm »
The core reason, for this feature request to be rejected is because an outpost shares of many similarities to the definition of a base.

However, what if an outpost does not share most of what a base is?

1) It can't use any facilities a base has.

2) It's main purpose is limited to scan over an area, like it can cover of any gaps in the globe that a base's radar can't cover.

3) The only thing can be transfer to an outpost is a craft with its soldiers, still bound to a normal base that it and they (soldiers) are home to. They were to be transfer all together, not separately.

Otherwise, an outpost is just an outpost. It can't be used to store, purchase, transfer, sell and etc. A player would never be able to access the usual base menu over it to see the soldiers garrison there. The only thing accessible, is the craft station there.

If my counter argument doesn't improve or change of the final decision made. I will not continue on this. Thanks.   



5
OpenXcom Extended / [Suggestion] Generic Bases or Outpost.
« on: December 15, 2020, 07:13:24 pm »
I like to suggest Generic Bases or pure Outpost as a new feature.

Upon playing the latest version of 40k mod, I felt the outpost idea is great but it uses an actual base slot. Unfortunately, with the 8 bases restriction in the vanilla UFO game, the use of a base for an outpost in the 40k mod is an unjustifiable waste.

Upon reading prior entries of more than 8 bases as a feature request always get rejected. I wish to propose generic bases or Outpost.

An outpost is not a base. It doesn't use facilities as a building block but a prefab base.

This is a demo code I prepare of what it does.

Code: [Select]
Outpost:
  - type: STR_OUTPOSTA
    buildCost: 700000
    refundValue: 350000
    buildTime: 20
    monthlyCost: 15000
    radarRange: 1695
    radarChance: 20
    personnel: 12
    crafts: 1
    storage: 20

(For Alien retaliation)

alienDeployments:
  - type: STR_OUTPOSTA 
    data:
      - alienRank: 6
        lowQty: 4
        highQty: 6
        dQty: 1
        percentageOutsideUfo: 70
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 5
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 20
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 4
        lowQty: 1
        highQty: 1
        dQty: 1
        percentageOutsideUfo: 20
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 3
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 20
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 2
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 1
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            []
          -
            []
          -
            []
      - alienRank: 8
        lowQty: 1
        highQty: 3
        dQty: 2
        percentageOutsideUfo: 50
        itemSets:
          -
            []
          -
            []
          -
            []
    width: 60
    length: 60
    height: 9
    terrains:
      - OUTPOST
    briefing:
      palette: 0
      background: BACK01.SCR
      music: GMENBASE
    points: 5

An outpost in the code above behave like a do-it-all facility, it has only basic features like a Hanger, some living quarters, basic storage space and some radar capability to scan an area.  IT DOES NOT USE ANY FACILITIES to build it up.

A prefab Outpost would allow only a craft to be housed there with its soldiers. The craft can intercept, repair and refuel while it is garrison there. Its soldiers can defend the outpost should it be attacked, from a retaliation mission.

Should all your soldier dies or it is not garrison, when it is attacked by a retaliation mission, then the outpost is lost.

This feature request will allow genuine bases to act as Mother base and Outposts are to act as satellite bases. For example, an outpost can be use as generic Interceptor bases and this free up spaces in actual bases for other purposes.










 

6
40k / Re: 40k
« on: December 15, 2020, 07:18:40 am »
Great! Been waiting for this update!

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