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Messages - hmaon

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Released Mods / Re: Ufo:TTS Style SniperRifle
« on: May 25, 2013, 02:57:35 am »
How about:

This 12.7-mm caliber sniper rifle is more powerful than a standard rifle and has excellent accuracy. However, it is harder to use and has a low rate of fire.

I don't know what y'all meant by "hard to maintain" actually.

Fan-Stuff / Re: Soldier names
« on: May 17, 2013, 10:41:05 pm »
Thanks! Here's a list for Nigeria, Africa's most populous country (and XCOM funding nation).

Note this is an unholy mishmash of Yoruba, Igbo and other names that i'm sure will throw up combinations that look silly to a native, but it gives a flavour of the country for the rest of us  ;)

Maybe separate files for names from the different languages would be less silly then? I don't know much about Nigeria, though.

Open Feedback / screenshot of OXC in a news feed on Steam
« on: May 09, 2013, 02:36:08 am »
at the bottom:


Programming / Re: Openxcom Shader
« on: March 24, 2013, 09:28:49 pm »
That looks good, thanks! I'll try to get it included and set as default.

Personally, I like the CRT-Interlaced shader for play. Maybe I just played on some really terrible monitors back in the day.  ;D

Builds & Ports / Re: Build on Mac OS X 10.7.4
« on: March 19, 2013, 09:08:03 am »
apply this:
compile with make -f Makefile.gcc-pch -j 4 (or however many cores you have)

I'm having it include glext.h before SDL's headers. I don't like it. I'll try to find a better solution later.

Oh, I only tested on OS X 10.8.something so YMMV. Let me know how it goes.

Suggestions / Re: Scripts of aliens AI
« on: March 16, 2013, 12:49:20 am »
That could work but what you described is exactly what the code does now, short of reserving precise TU values. That would be good to have. What do you want beyond that?

Some ideas I've been mulling over—like units working in teams, any kind of analysis of the whole battlefield, or ambush setup—would need to be done in C++.

Programming / Re: alien AI work, now with test builds
« on: March 15, 2013, 09:17:19 pm »
Not currently but, honestly, it's already pretty dumb. It might be something that could be added later, along with modding.

Programming / Re: alien AI work, now with test builds
« on: March 15, 2013, 07:59:36 am »

fixed more bugs, sped some things up considerably, added a visualizer for AI exposure calculations (turn on traceAI and hit ctrl-F10 when an alien is selected; see screenshot attached)

oh yeah, I guess ...048.png shows a reaper not hiding properly. hooray!

Suggestions / Re: Scripts of aliens AI
« on: March 13, 2013, 03:24:55 am »
This seems like a good idea at a glance but what sort of script would you write?
What would you write it in?

For instance, I've embedded Lua in a C project before and I would expect it to take at least two months to get everything working smoothly.  There's no way it would happen before the upcoming release; it would be too much of a new feature. Also it's totally not necessary for the purpose of mimicking xcom1.

Suggestions / Re: "UFO located" sound from intro on ufo detection.
« on: March 13, 2013, 03:14:52 am »
heh! That would be pretty easy but are you sure it wouldn't get annoying after 15 UFOs or so?  ;)

Programming / Re: alien AI work, now with test builds
« on: March 12, 2013, 06:31:26 pm »
A sectoid soldier for instance does have an aggression of 2. That's 90% chance to attack minus 5% for every soldier spotting it, apparently.  Also if he just used two moves to patrol and then spotted you, he's going to try to back off instead of attacking. Maybe it's dumb.

Anyway, I'm trying out some new patrol code based on Volutar's suggestions and descriptions of xcom1's patrol behavior. You can try it here:
or from here:

Aliens should wander far afield and won't pace back and forth in one small space. This is probably not the code's final form though.

Wow, I really messed up something in that build. I won't even say what. Here's a new one: This one features improved cover AI, hopefully.

Programming / Re: alien AI work, now with test builds
« on: March 11, 2013, 12:29:49 am »
The sneakyAI setting actually only affects pathfinding--it makes visible tiles effectively more costly so that the algorithm will try to route around them if possible.

Wandering around mindlessly is often patrol behavior. It just walks to random nodes that are adjacent to the current node. I'm not sure what to do about it though. Maybe once an alien spots a soldier, all nearby aliens should also begin acting deliberately?  Except they don't necessarily do that on their own either. They forget about their target after a number of turns equal to their intelligence number. When they see a soldier in the first place, they only aggress some of the time, based on their aggression score. says: "Aggression is a number between 0 and 2. The larger the value, the more aggressive the alien will be. High ranking aliens usually prefer to stay concealed, rather than get involved in a raging fire-fight.." (

Oh and the chance of the aliens using a grenade is higher on higher game difficulties, iirc.

Programming / Re: alien AI work, now with test builds
« on: March 10, 2013, 08:21:01 am »
Good feedback, thanks!

Aliens have hardly any concept of planning ahead right now, sadly.

What type of UFO were you in?

Programming / Re: Question on alien appearance ratios
« on: March 09, 2013, 03:25:45 am »
You could always hack the game not to end regardless of all factors.

Programming / alien AI work, now with test builds
« on: March 02, 2013, 11:23:19 am »
Latest un-merged build you can try if you're bold: n/a everything's merged

So, I've been working on some AI changes. It'll probably be a while before the giant pull request is merged (, especially since it keeps getting amended, but if anyone wants help test them, I'm making builds available.


Never mind, it's merged! Just use the git builds.

You might notice aliens trying to hide after shooting you. They should also reliably face toward where they expect xcom to appear, when they're hidden. Then there's a bunch of stuff that might not be noticeable and then also melee units should be properly vicious. Maybe. Unless they're broken again.

Attached is a screenshot of some sectoids trying to set up an ambush.

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