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Messages - Finnik

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1
What about check for having specific soldier types on the base? Like stacking 20 dogs on a base would spawn something fun :)

2
Thank you so much, as I had to manually edit save file in new battle in order to balance new missions, taking in consideration  soldier transformations player would get in geoscape!

3
Resources / Re: Bulletdesigner shipyard
« on: July 23, 2022, 04:34:04 pm »
Greetings friends, i just fall in love with some craft , and so i decided to open a shipyard for all,
are some images from the crafts that will be available for download in ask
Reworked this post so newcomer┬┤s can also use this resources ( most images got excluded from service)

Sorry for necroquote =) Don't you have by chance internals of those yellow trucks? One even has a ramp, so it can be used as a deployment point.

4
Resources / Re: Brain's aresnal
« on: July 23, 2022, 04:25:22 pm »
Very nice work!

Don't you want to share some tiles if you have it in stash?  ;D ;)

5
9. no feedback, I didn't read the linked thread

I can't say really like how vanilla base defense works. There is literally no gameplay around it, even interception has a small mini-game. I like the way current mechanic coded, as it is relatively friendly to adjustments. Actually, the fact you added a mechanic to reduce attackers numbers based on UFO damage that easy (with just a few lines) really inspired me to learn coding...
I don't like the solution we have in referenced tread, but there could be a mini-game design.

Like, for instance, we have a distance for UFO, it is approaching to land. Once it is landed, you can't fire, it's a battlescape time. All defense facilities have stats similar to craft weapons - power, range, accuracy, projectile type, clip size. Worth adding accuracy/power drop with distance.
Then the player would have to decide, he or she wants to start fire from long range, risking wasting all ammo with no decent hit ratio. Or is it better to let it come closer, but then there would be a risk that fire rate would not let you provide all power because UFO would land. Grav shield would matter a lot in that strategy.

I'm aware how hard that would be to code. And considering how rare base defense events appear, compared to the similar (in terms of required effort) mechanic of Dogfight, I would not put it very high in the priority list. And it is definitely beyond vanilla experience, but I just felt to share my thought on the topic  ;)

6
Programming / Question - how to cleant #includes
« on: July 15, 2022, 08:34:22 pm »
Is there any free tool to check if there are unused includes in some classes in my project? I can only find ReShaper C++ https://www.jetbrains.com/resharper-cpp/ that is not free to use. I don't want to pay $150 for it every year =)

8
Hey!
Could be a rare case, but when I was analyzing code I noticed, that when you `void Production::startItem(Base * b, SavedGame * g, const Mod *m) const` and your project require the craft, it would be removed and deleted. But when we look to `refundItem`, we can see that there is no way to refund the craft in case we abort construction.

I understand how coplicated proper handling of this case, you can stuck with no free hangar space. But may be at least warn the player about consequences?

9
IDT Modding Hub / Re: [OXCE][WIP][DLC] UNEXCOM: Bureau 11
« on: July 01, 2022, 09:18:52 am »
IMO every true xcom game should start at Friday)

10
OpenXcom Extended / Re: [Suggestion] Remember the Light
« on: June 28, 2022, 10:53:34 am »
A bit an off topic, but I will still ask it here - what about checking craft tiles when create the craft map, that have light source > 0. Then adding a control to turn them off and on (for example, in extended state) if those tiles are still alive.

Example case - dragonfly craft in xcom files has lights on it, that does not helps at all if you want stealth through the night mission.

11
From the Ashes / Re: From the Ashes - initial release!
« on: June 13, 2022, 02:45:57 pm »
Isn't it already limited to debug and locked behind to seperate config entries, i.e. researchTreeDisabled and oxceDisableTechTreeViewer ?

probably, I made it quite time ago, and I need to look at my code to refresh memory =)

12
From the Ashes / Re: From the Ashes - initial release!
« on: June 13, 2022, 12:33:57 pm »
If anything this is going to make it harder to follow up on bugs, not to mention that the tech tree is kind of vital to understand most mods that have any kind of complexity. There is already a config setting specifically to disable it for a mod. I don't think removing it would be a smart idea tbh.
You can still see it in debug =)

EDIT:
How "accurate" are the time estimates for covert operations meant to be? Case in point, I have an ongoing monster hunt that is said to finish in "several days", but which is still ongoing 2+ months later.

Looks like a bug. I don't quite remember if it was fixed already, but I will keep eye on it.

Also, like others have pointed out, the lack of income (apart from manufacturing+selling stuff to the resistance, and even that is lackluster) is a point of concern. I find myself unable to build any base facilities such as the workshop or the small radar because I simply don't have the funds and no ability to gain enough per month to get out of the negative. The only real influx I got was the one-time data vault mission, which came a month late becasue my team failed the handover the first time.

Yeah, this is a problem for next release to solve - thing is that we tested with very greedy testers, who manage to loot everything possible on mission, so the income was not an issue on pre-release playtesting.

13
From the Ashes / Re: From the Ashes - initial release!
« on: June 13, 2022, 01:03:29 am »
Glad to hear you're still ironing outthe bugs.
OFC I do! I work on the project daily.

Glad to hear you're still ironing outthe bugs. WIll you be adding some kind of progress tracker to let players know how much of the planned content / arcs are already implemented?
hm, probably =) Although, for now, it's like 80% of total effort is engine coding, so content is not in my focus at the very moment. Also, content is not very much decomposed to say that, like "mib arc 38% done" as I need to define what is 100% first. I have issue tracker on github and board on trello, but it's also more about engine. I have a tree for campaign progression in miro, but as it describes campaign in details, I trat it as a major spoiler for players and it is devs-only tool. Furthermore, I share progress in Discord, for now base personnel roles feature and stealth improvements are on the table.

The same way you turned it off, probably. Not a bug, don't worry about it.
hm, probably I should disable it based on `ftaGame` property, to make it more closed =)

I've been having trouble with github lately so I hope you don't if I continue to poost bugs here.
not a problem

14
From the Ashes / Re: From the Ashes - initial release!
« on: June 12, 2022, 11:08:34 pm »
Is this the right place for bug reports? Just trying out the mod right now, and something I noticed during the initial base defense :

I stunned the (former) commander, and whenever I am giving my soldiers/agents a move order (when the path is displayed but before actually comitting the move order) I get a "enemy spotted" notification which points to the unconcious commander:

https://abload.de/img/screen0008qk21.png
https://abload.de/img/screen001rmjmt.png

Is this intended?

On that account, it would be nice if "saving" the former commander would give some form of reward, maybe an unlock of some of the early research topics. Also, research progress is now checked on an hourly basis? Very helpful. Is this a user setting and/or available in vanilla OXCE or was this specifically added to FTA?

I am also unable to access the techtree viewer despite it not being disabled in the vars.Nevermind, researchTreeDisabled: was the culprit. But why are there multiple options to disable the tech tree viewer to begin with?

After the next big update I'll make a separate tread for bug tracking, for now  ;)

This is not intended, it's a floating bug I'm catching, looks like this system has to be redone for some level. TODOlisted for the next engine release - https://github.com/723Studio/OpenXcom_FTA/issues/111 (btw, Github issue tracker is the best place to report it, and the most handy one for both me and reporters).

Capturing commander will be more important in the next release.

Hourly researches is a feature of FtA, and will be not added to OXCE for now; at least, I've got confirm about it from Meridian when he rejected for performance reason (Piratez have A LOT of researches to look through in this process, I will never get even a bit close to this number, so I don't care)

Techtree is disabled by design, as I don't like that feature as a game designer. Not sure, that I understand you - have you manage to turn it on? If so, it's a bug, pls, share the way how you did it.

15
From the Ashes / Re: From the Ashes - initial release!
« on: June 05, 2022, 11:04:54 am »
TY)

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