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Messages - KingMob4313

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1
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: November 18, 2019, 05:20:28 pm »
Very close to a release that will fix the issues on the nightly release.

New features added: tier 0.5,1,2 trade goods, new 8 shot laser cannon. Just need to do all the obs (Hand, floor, big) for the new weapon.

Will be rolled out for the nightly and the older (no longer accessable) version.

2
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: October 03, 2019, 04:11:06 am »
My suggestion for you is to add reservedSpace: 6 on your metadata file, and delete some 0s of your indexes. i.e. instead bigOb: 19000, just leave 1900.

That will ease a lot of work, pal. ;)

Enviado desde mi LG-M400 mediante Tapatalk

I might need to look into that, but right now it the mod uses the following numbers:

Wolfram Weapons   10000
Wolfram HWP   20000
Coherency Weapons   30000
Coherency HWP   40000
Fourth State Weapons   50000
Fourth State  HWP   60000
Misc   70000

It's gonna take some brute find/replace work in notepad++

What I really should do is write a program in C# that takes my spreadsheets and generates the yaml I need.

Oh well, for another time.

3
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: October 03, 2019, 03:50:50 am »
Seems that I need to redo all the image offsets for the nightly releases. 

That's gonna take some time.

4
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: October 03, 2019, 01:37:27 am »
Don't use nightlies. Use OXCE, is far more customizable.

Could you share your metadata file, mate? Probably is something related to it.

Enviado desde mi LG-M400 mediante Tapatalk

False alarm, I have openxcom backed up in too many spots on my HD.

I got the mod working but working through some errors with files on discord.




5
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: October 03, 2019, 01:18:37 am »
Great, just did a clean install and got on the nightlies and the mod doesn't work appear in the list.

Investigating.

6
Released Mods / Re: Recovery time revamped [OXCE]
« on: September 28, 2019, 01:25:24 am »
This mod addresses in several ways the time that your wounded soldiers take to heal up.

TL;DR:
1. Recovery time depends on the total amount of health the soldier lost.
2. Percentage of the max health plays a role.
3. No random involved.
4. Shorter average recovery times.

Details:

1. In vanilla the recovery time depends on the health the soldier has in the end of the mission. This makes you pospone ending the mission if you have wounded soldiers and if it's safe for you to postpone ending it until you heal them with medi-kits, because the difference in recovery time will be great. And if the mission ends (due to reaction fire from one of your soldiers, for example) before you have the chance to heal the wounded soldier, it makes you grit your teeth. I think it's excessive micromanagement, which just adds routine, uninteresting actions. Besides, the commander with a wounded soldier would want to finish the battle more quickly, not to prolong it.

Making the recovery time dependent on the total amount of health the soldier lost during the battle takes care of that: if you heal a soldier, it's not gonna reduce the recovery time. Thus, you have no reason not to end the battle when you can. At the same time, the need to heal your soldiers during the battle is not any less: you still don't want them to have low HP, and also the HP they lose when they bleed are also added to the total amount of HP lost. So you still can't neglect your soldiers, but you are not stimulated artificially to prolong the battle until everyone is treated.

2. A soldier with max health 60 is gonna recover from losing 30 HP faster than a soldier with max health 40. The exact values in percent are: less than 20% (20% – 1 HP) lost is healed instantly. Recovery from losing between 20% and (70% – 1 HP) takes 1 day per 5 HP. Recovery from losing between 70% and (100% – 1 HP) adds 1 day per 3 HP. If you lose 100% or more (it's possible if you healed up a wounded soldier for a significant amount of HP and then he was damaged again but not killed), 2 days are added for every HP.

These intervals are additive. Say, your soldier has 50 max health, he first was damaged for 35 HP (15 HP left) and had 7 wounds. You healed all wounds and thus restored 21 HP (his health is 36 HP). Then he is damaged for 25 HP. He still has 11 HP left, so he stay alive, but the total damage taken is 35 + 25 = 60 HP, which is more than 100%. At this moment you kill the last alien and go home. Let's calculate the recovery time.

Less than 20% does not take any time to recover, so his first 9 HP (20% of 50 is 10, and 9 is the first figure less than 10) lost are not taken into account (if he lost only 9 HP, he would be ready for action immediately). Then we add 1 day for every 5 HP lost in the interval 20–70%: (35 – 10) / 5. Then we add 1 day for every 3 HP lost in the interval 70–100%: (50 – 35) / 3. Then, for each HP gone below 100% (plus 100%-th HP per se, since losing this last HP is what actually would have killed the soldier if he weren't healed) we add 2 days: ((60 – 50) + 1) * 2. This makes 5 + 5 + 22 = 32.

3. Any two soldiers with the same max health that have taken the same damage are gonna recover in the same time.

4. Vanilla recovery times always seemed absurdly high to me. This may be "realistic", but I always say that gameplay > realism. If a soldier recovery time approaches 2 months, it is simpler to fire him and hire another one. Notice that with my formula the numbers sharply go up only after taking "deadly wounds", i.e. losing more than 100% health. Until a soldier has taken deadly wounds (which, while possible, is rather unlikely: he is more likely to die), he is gonna recover much more quickly, even considering that in vanilla you can reduce the recovery time by healing him in combat, while with my approach healing, while useful during combat, has no effect on recovery time (other than by preventing loss of HP to bleeding).

I've done much the same in my game, but edited the behavior at the code level.

7
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: September 26, 2019, 03:14:31 pm »
--SNIP--
Since Hobbes mod redefines Alien base tiles (UBASE_REDUX), I ended up never getting the HYPER WAVE ENCODER (which is planted in UBASE_00) so it was impossible to scale up the research tree to the HYPER WAVE DECODER facility.

I checked and editing the UBASEREDUX_00 tile in terrain pack makes the item appear regularly (5 times out of 5 tries).
--SNIP--

Heya Pkrecl, which Hobbes mod was this?

8
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: September 25, 2019, 09:54:57 pm »

Any hint about the Tier 3 weapons? :D

Enviado desde mi LG-M400 mediante Tapatalk

It will be particle beam weapons used only by end game units.

9
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: September 25, 2019, 09:10:50 pm »
YEEESH, just found a huge bug on the flying armor.  I'd be surprised if anyone was losing any soldiers when they were wearing it. Ooops!


10
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: September 23, 2019, 05:13:32 pm »
Next version soon: 2.0.30

Code: [Select]
Issues - Fix:
Reduce damage percentage cut to lasers, explosives and more for all armors.
Convert Craft Weapon PlasmaArrayBB.png and PlasmaArrayII.png to 8 bit - Fixed by Meridian
Change Sectopod laser to plasma using misc file changes
Set up map file reference UBASEREDUX_00 to have HYPER WAVE ENCODER/DECODER
Change Flying suit to drop damaged flying suit instead of Damaged Power Armor
Change Scout suit(s?) to drop Damaged Power Armors instead of Damaged Power Armors
Add STR_ALIENS_ONLY research entry for strict handling in Openxcom extended.  - Fixed by efrenespartano
 
Add:
Superalloys [Trade Good - Alloy Manufacturing] (5k / Cost 2k -- Short Time)
Nitrocubane [Trade Good - Alloy Manufacturing] (2.5k / Cost 850 -- Longer Time)
Nanoscale Lithium Batteries [Trade Good - Laser Weapons] (10k / 2500 - Long Time)
Plasma Capacitor Cells [Trade Good - At least 2 Plasma Clips + Plasma Weapons] (15k / 2500 + 3 alien alloys)

Still trying to remember what efrenespartano fixed - I am pretty sure I included it in a previous version, but I can't remember what it is.  Has to do with requires Alien Only but I can't find the post.

EDIT: efrenespartano reminded me, added above.

11
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: August 12, 2019, 05:19:05 pm »
Hello!

I can't believe you guys are doing hot fixes on my mod while I've been indisposed.  It's greatly appreciated.

12
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: March 19, 2019, 02:03:51 pm »
Sorry for not being online for a while, got only now your answer.

I actually was under the impression that Sectopods were "fixed" to use plasma weapons in vanilla Openxcom, I guess I didn't check that....

Once you hit the personal armor tier, soldiers get more "proper" wounds that require some 10 days to recover, and die far less than before that tier. Good plasma shots still are dangerous, but no way you get insta-killed like w/o, and with power armors you get NO insta-kill, but the occasional bleeding that kills the unfortunate lone soldier that gets no first-aid in time.

The small launcher still gets some guys knock'd out occasionally, and the Blaster launcher seems a bit nerfed cause concussion damage is effective only on the explosion tile.

My soldier pack is quite the steamroller right now, thou again ....last game wa more than a month ago and I'm not on superhuman.,,,,will fix that tough through savegame editing once I get the chance to play again...you might not believe me but I really have close to NO time.  :o

Maybe I just added too much explosion protection then.  I'll need to roll back the percentage cut on damage a bit.

But yeah, pretty sure it's still laser damage for the sectopod, but I'm strapped for time to check everything that needs to be tested.

13
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: February 11, 2019, 07:25:47 pm »
Hello There,
    sorry for not getting back to you earlier but work and a bad flu struck me out of order for a few days.

To answer your question, soldiers ARE getting some scratches, but I have the impression they're basically safe and sound while wearing power armor; I mean I had two soldiers corner a Sectopod in a battleship (IIRC, might have been another UFO) and exchange point-blank shot for a (long) while....result is a wrecked sectopod and a couple flesh wounds for my guys. I'm not on superhuman though, so that might be the issue here.  ::)

I might need to check the files. Maybe there is a typo.  People should be getting wounded more often by low damage rolls and killed less on high damage rolls, but it sounds that...

OH GOD, I forgot that Sectopods use Lasers and the heavy armor provides massive damage protection from lasers. I'll have to revise the Sectopod to use Plasma to fix the OG Sectopod bug and I'll nerf the laser protection as well.


14
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: February 05, 2019, 03:57:04 pm »
Okay, working on this a bit, it's not a quick hit that I can do without actually testing the code or running the mod, so it might take me a few days to test it out, since I'll need to create a flying armor corpse item.

...Now I'm worried that the flying scout armor creates the right corpses too.

15
Released Mods / Re: [WIP][Beta][MegaMod]Equal Terms 2.0++
« on: February 05, 2019, 03:26:32 pm »
Hey there,
   long time I didn't post jere but upon getting back on the saddle I was hit by a seriuos issue runnung both Equal Terms and Terrain pack mods.

Since Hobbes mod redefines Alien base tiles (UBASE_REDUX), I ended up never getting the HYPER WAVE ENCODER (which is planted in UBASE_00) so it was impossible to scale up the research tree to the HYPER WAVE DECODER facility.
I checked and editing the UBASEREDUX_00 tile in terrain pack makes the item appear regularly (5 times out of 5 tries).

This of course didn't prevent me to go up to Cydonia or Bust, so technically it's not a showstopper per se, but it's blocking a part of research so actually blocking a part of the game.

Oh crap!  I didn't anticipate people changing out the tile sets, but I should have anticipated this.  I'll see about adding a comment in the docs covering this eventuality off as well.  Great work with coming up with a quick fix for it again.

I may have to put some thought into how to assure that the alien bases have the hyperwave decoder in it some other way?

Another thing I noticed is that when a solder in flyong suit dies, I get a Damaged Power Armor to be repaired and not the fying one, I scoured the rulesets but I'm not too keen on those and couldn't find the possible cause.

Also, using TFTD damage model as you suggest, power suits are impressively sturdy...you can easily go frontal assault on sectopods, I got EXACTLY ONE causalty since power suits appeared on the field.

Hope this feedback is useful, keep up the good work since this is still one of the greatoest mods.

Cheers!

I'll see about fixing the flying armor so that it drops the right damaged armor.  As far as the toughness, are soldiers still getting wounded while using the power armor, or are they just taking multiple hits from a sectopod without suffering any health damage at all?

Thanks again for all the feedback and the compliments. 

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