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Messages - 0xEBJC

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1
So you only had 'abovewater' guns? If so, that seems to be working as intended.

It would make sense for a water mission, but this was where I shot down an aquatoid ship over land and the mission was on in farmland with houses.  So, I'm still thinking there's something not quite right.  I had this issue come up a couple of times, but haven't been able to duplicate it again.

2
Brutal AI / Re: Autoplay
« on: March 27, 2024, 07:53:48 pm »
The key-press is registered. But since there is no feedback and the current unit will still fulfill it's command, it's hard to tell if it worked. I'll add a pop-up so you can see whether you just turned it on or off.

So I've tested this a bunch and from what I am experiencing is that no matter how frequent I press the toggle key for auto-play the game will not register or exit auto-play even through multiple turns.  A single cpu thread is maxed to 100%.  The only time I can manage to disable auto-play is when the AI's turn and there is the little red progress bar at the top right of the turn screen.  Then and only then if I hit the toggle key to disable auto-play before the progress bar disappears, does it exit at my next turn.  I'm guessing that other than then, the CPU max is to great to even register the keys as also the mouse is frozen and if I click on the screen some times the game window turn grayed out and I get a windows thinking cursor with the little blue spinning circle loop.

It might be more helpful to have an exit auto-play mode keyboard shortcut, so spamming it won't toggle between on and off auto-play.

3
Brutal AI / Re: Autoplay
« on: March 27, 2024, 05:48:46 pm »
I'm testing the player AI and having a sort of issues when using only a single soldier in the battlescape.

Not sure if anyone else is seeing this, and if this is just my settings that need to be adjusted or if this is an overall AI issue.

Settings:
   BRUTAL AI:                                            no
   BRUTAL AI for neutral forces:                  yes
   Allow AI to use explosives on turn one:    yes
   BUG HUNT mode for BRUTAL AI:              no
   Allow BRUTAL AI to pre-prime grenades:  yes
   Spread out:                                           yes
   Performance optimizations:                     yes
   Targeting behavior for BRUTAL AI:           2
   Aggressiveness-mode:                            1
   Intelligence-mode:                                 1
   
Scenario:
 - I have a very strong soldier upgraded to Kyber, and having the synthsuit, so I think this is a very stong soldier.
 - In auto play, usually where the map is fairly complex either in caves, or map with lots of buildings the soldier stops exploring.
 - The solder finds a hiding place, or usually goes to the center of the map, and then just spins around looking then ends turn
 - This repeats every turn.


What setting should I adjust for the solder to explore more?  I'm going to try out different settings, but just asking if anyone has seen this? known issues? or just my settings need adjusted?


[Suggestions]:
AI Logic that I think should happen:
1.) Determine if solder stats are low or very strong?
2.) If one soldier left and stats low, maybe hide more
3.) If solder stats strong and high TUs, then explore more
4.) At some point the soldier should explore instead of just camping
5.) If the environment affects moral, then soldier should explore more knowing that waiting just depletes moral
6.) Maybe AI should prompt player if AI auto-play should continue or give back control to player if AI performs only camping for x number of turns
7.) x number of turns could be a setting in the advanced options or just hard coded like 3 turns?

Thanks!



4
OK, thanks for your feedback

5
Thanks for the quick reply.

So, I understand that it's a limitation currently of the game engine, I also don't understand why then do some facilities have properties such as:
Code: [Select]
    canBeBuiltOver: true

    buildOverFacilities:
      - STR_INTEL_LABORATORY

if the game is always 'destroying' the old facility weather you build over or manually remove then build a new facility, is there really any different in affect to have these settings as opposed to removing the facility and building a new facility?  I can understand that it may disconnect part of the base so building over a facility is helpful to not remove part of the base.  I've also have seen in X-Com Files where building Virtualized HQ over HQ allowed current researchers allocated in the HQ to continue researching as an over the total amount allowed as long as they don't stop or are removed from the research allocation.


I don't know if this would be an easy implementation or not, but what I was thinking would be for mod developers to have the ability to design and specify specific facilities they could upgrade over.

So for example if a mod has set the STR_GENERAL_STORES_2 to be allowed to be upgraded over by STR_GENERAL_STORES_3, then building the STR_GENERAL_STORES_3 over the STR_GENERAL_STORES_2 the facilities provided by the STR_GENERAL_STORES_2 would remain until the STR_GENERAL_STORES_3 was completed.

This could be done by:
1.) checking if the facility has the "canBeBuiltOver: true" flag and matches the "allowableUpgradeOverFacilities:"
2.) when building over and upgrading the facility there would be an additional new line in the facility listing in the base facilities, which would keep the old facilities base functions until the new facility is built.
Code: [Select]
      - type: STR_GENERAL_STORES_3
        x: 0
        y: 0
        buildTime: 4
        upgradingOver: STR_GENERAL_STORES_2
3.) The "upgradingOver" value would tell the game engine to keep those base facility functions until that line is removed.
4.) Once the new facility builtTime finished the facility functions would immediately shift from the old facility functions to the new facility functions.
5.) The game engine would ignore any checks and take the mod designers settings explicitly and assume they know what they are doing, so building a larger storage over a smaller one or similar for a hangar over a hangar or workshop over workshop makes sense, but if the mod developer said build over living quarters with sickbay the engine would ignore that this was probably wrong as after the upgrade, if the living quarters was maxed out before hand, you now have 50 living space used over the max with the new sickbay providing none of the living space.
6.) It probably would be helpful to have some sort of check or warning, after the end of the build, or at the end of the month when there is a warning about having a negative amount of money remaining, to also have a warning about "Base facilities are over used" and force a sell of people, items, ships, aliens, etc. This is also usually triggered at the end of a mission when supplies is going back to that base over the amount allowed.

6
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 26, 2024, 07:46:31 am »
so I did find that there is a scrollbar when the list is big enough, so that's working great

7
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: March 26, 2024, 01:41:10 am »
GOALS section moved to forms, and feedback from mod.io on future ideas moved to forms.

~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ultrakiroxei
Feb 20, 2024
1 reply
Adding Large Garage filled with 8 Vehicles in a 2x2. And QD Storage Portal Network is quite a excellent idea.


Reply
0xebjc
Mar 23, 2024
:)

~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

8
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: March 26, 2024, 01:33:51 am »
Added in description about new mod being a functional mod with detail on both old and new mods mod.io pages. (DO NOT DELETE old mod mid-game - game breaking action).

~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hadan_P
Feb 28, 2024
2 replies
I am sure this has been answered somewhere, but i cant find it:
What happens when I switch from the old to this new mod in an ongiong campain which is in the early game (just got the Humvee), but has baes with hangars already built?


Reply
0xebjc
Mar 23, 2024
Please see Requirements NOTE in description about this being a 'functional' replacement.

Reply
Hadan_P
Feb 29, 2024
I backed up my safe and gave it a try:
- both hangars are still there
- the hangar housing the helicopter looks normal, as is the mouse-over
- the hangar housing the humvee looks empty, the mouseover shows no vehicle
- i cant delete the seemingly empty hangar because it says its in use
- the craft menue shows both vehicles
- facility menue shows the hangar and the garage
- the research for the general building is gone


~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

9
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: March 26, 2024, 01:25:09 am »
Added explanation to mod description why BRUTAL-AI is required

~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

Varajo411
Mar 9, 2024
1 reply
Is brutal oxce really necessary to play this mod?


Reply
0xebjc
Mar 20, 2024
Yes, please see Requirements NOTE in description.

~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

10
The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: March 26, 2024, 01:19:18 am »
Clarity added to mod page description for (Aeroshop), added TODO for adding more details in research tree progress.



~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

Varajo411
Mar 23, 2024
2 replies
I get why I need advanced robotics to get virtualized HQ and hence get the ai core services to have advanced intelligence centre.

But how do I get aerospace services? (Aeroshop) Been looking through files and can not find it. I need it to repair the kitsune aircraft


Reply
0xebjc
Mar 23, 2024
1 reply
"UAC Aerocraft Plant (4x Hangar)" provides those (Aeroshop) services...

Please let me know if I need to make that more clearly in the UFOpedia? or elsewhere?


Reply
Varajo411
Mar 23, 2024
thanks for the quick reply, yeah I just found out by looking at ufopedia in the quick battle scenarios and finding UAC Aerocraft Plant (4x Hangar) research and looking at info about it.

as for making things more clearly I do not know honestly how you would go about it

~~~~~~~~~~~~~~~~~~~~~~~~~~~Posts moved from mod.io~~~~~~~~~~~~~~~~~~~~~~~~~~~

11
It would be a helpful feature for mods to configure facilities to have the ability for specific other facilities to upgrade over them without affecting what they currently provide to the base, vs build over them.

The 'buildOverFacilities' options seams to stop the previous facilities provided resources, for example build over the HQ with the Virtualized HQ, I loose the lab capacity.


Example of desired outcome:
Code: [Select]
  - type: STR_GENERAL_STORES
    canBeBuiltOver: true
    allowableUpgradeOverFacilities:
      - STR_GENERAL_STORES_2
      - STR_GENERAL_STORES_3


So upgrading building a large or huge storage facility over a regular general stores would allow the base to still have the 50 storage space of the general store while the new facility is being upgraded over top.  But, I i built a Hangar over the general stores then I'd loose the storage space during the new build time because the Hangar isn't in that list.

12
ok, so if this became a feature then maybe it would have to be a melee weapon property? for weapons like spears, stun rods, etc, but not for knifes, clubs, etc or very minimal. or maybe even a vertical melee coefficient?


Spear
Code: [Select]
VirticleMeleeAttack:
  enabled: true
  upDamageModifier: 0.75
  upAccuracyModifier: 0.75
  downDamageModifier: 0.3
  downAccuracyModifier: 0.1

Knife
Code: [Select]
VirticleMeleeAttack:
  enabled: true
  upDamageModifier: 0.2
  upAccuracyModifier: 0.25
  downDamageModifier: 0.05
  downAccuracyModifier: 0.05

Wooden Club
Code: [Select]
VirticleMeleeAttack:
  enabled: false
 



13
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 25, 2024, 08:40:42 pm »
It didn't empty their inventory permanently, after shooting down an aquatoid ship over land and directly entering battle the soldier had the new test armor I added, but their inventory was empty, I'm guessing some issues with "allowed items for that battle type" like how if you have guns equipped to a soldier and then they deploy to a beach all the guns go away for that battle. 


For identifying if an unresearched armor could be used in a specific environment I don't think you would need to do any sort of complex udopedia flags...  The easiest ways would be to implement this would be to have a drop down filter in the armor equip menu with the ability to choose environments like dimension-x and then it would only show the armors equippable for that battlescape type, so this would be something complete independent from the research requirements / accomplishments, and would not affect the "mission menu" that only shows researched armors.

14
Which rulset and how would I apply this to one of my base facilities that are 3x3 in size?  Thanks,  I looked at the commit, but it wasn't clear to me.

is this an individual setting for one specific ufopedia page? or a global setting for the mods ruleset?



... figured it out!

Looked at X-Com Files, which had two files constants_XCOMFILES.rul and vars_XCOMFILES.rul rule files which declare a "constants:" section

15
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 25, 2024, 06:26:58 pm »
Also, don't use my Stealth Armours submod, or alter it to use !add. Among other things that don't really work in it as a submod (scripts, mainly), it also lazily overwrites starting conditions. :-[

so for a 'lazy' overwrite is this just something that needs to be worked a lot in the source by the devs, I'm assuming?

I did notice that some oddities in testing, when I directly entered a crash site for aquatoids with my armor using the add! to starting conditions I ended up with the correct armor equipped, but my inventory was complete empty and I had to go around and 'punch' all the enemies.



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