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Messages - yrizoud

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1006
Programming / Re: Base size & damage calculation
« on: December 12, 2013, 09:40:44 pm »
For damage :In Battlescape\TileEngine.cpp, function TileEngine::hit()
else if (part == V_UNIT)
   {
      https:// power 0 - 200%
      const int rndPower = RNG::generate(0, power*2);


Stat adjustments based on difficulty : In SaveGame/BattleUnit.cpp, function BattleUnit::adjustStats()

Bigger base seems a bad idea, since it involves ugly scrollbars or redrawing all the base structures at a smaller size.

1007
Work In Progress / Random events (idea)
« on: December 12, 2013, 06:22:48 pm »
An idea for variety.
Anybody else feels like the Geoscape is a bit empty, with only "new UFO sighted" happening over time ?

I wondered a bit about random events that could spice up the monotony, like "Luck" card in monopoly. They could be good or bad surprises, or things that can be turned to your advantage if you adapt your plans accordingly.
Here are some that don't need deep UI or engine change, nothing more complicated than a message and aletering the existing game state :
- Accidental damage on a Hyperwave decoder or Mind shield brings it back to construction state, with 7 days remaining. This can really spice up the later game if a base is suddenly blind or vulnerable to UFO assault again.
- Theft in a XCOM store. Usually only a time/money annoyance, but be wary of systematically selling all-but-one unresearched alien artefacts.
- A funding country has a volunteer soldier to propose (one free soldier on its way, you'll pay him normally each month).
- Personal defection : a few searchers or engineers didn't report this morning. This may look like 'just a time/money loss', but if the living quarters were full, you can consider buying other category of personal instead.
- Opportunity hires : 5 searchers or engineers are available at a discount, or a known soldier is on the job market - you can see his stats up front, but if you want him, it's "now".
- Unexpected advance on a research topic that you weren't actively working on. I like the effect that it gives a veteran player a reason to break from his optimal research order.

1008
Work In Progress / Re: Reaction fire and shooting modes
« on: December 11, 2013, 11:59:09 am »
I just checked in the source code directly, it's in TileEngine.cpp :
TileEngine::checkReactionFire() calls TileEngine::tryReactionSnap() :
   https:// reaction fire is ALWAYS snap shot.
   action.type = BA_SNAPSHOT;
   https:// unless we're a melee unit.
   if (action.weapon->getRules()->getBattleType() == BT_MELEE)
   {
      action.type = BA_HIT;
   }


edit: also calls TileEngine::canMakeSnap() to eliminate units whose weapon has "0" TU for snap shot:
      https:// has a gun capable of snap shot with ammo
      (weapon->getRules()->getBattleType() != BT_MELEE &&
      weapon->getRules()->getTUSnap() && https:// <--- implicit : different from zero
      weapon->getAmmoItem() &&
      unit->getTimeUnits() > unit->getActionTUs(BA_SNAPSHOT, weapon))))



1009
Work In Progress / Reaction fire and shooting modes
« on: December 11, 2013, 03:28:10 am »
According to Ufopaedia, in vanilla UFO Reaction fire (for the player side) only takes Snap shots. I think OpenXCom also picks auto fire, but I'm not sure.
I tested a custom weapon that only provides "aimed shot", and indeed, reaction fire doesn't happen at all. As a result,  I'd have two pieces of advice for weapon modders out there :

1) If you make a weapon with only one shooting mode (and not auto), make it a "snap" mode or it will not work for reaction fire.

2) If you make a sniper weapon, don't balance the snap shot for "reflex shooting when you bump on a sectoid". If you do, your camping snipers who catch sight of an alien at extreme range will empty their clip and miss, instead of shooting the single bullet that you'd expect - and hit.

1010
Released Mods / Re: [WEAPON] alloy ammo
« on: December 10, 2013, 10:02:48 pm »
About Alloy Cannon, it's a specific weapon only because the engine doesn't give a way to choose multiple ammo, but in game world it is actually the same weapon, taking ammo of identical caliber.
So I'd rather make it a manufacturing formula that converts an existing Craft Cannon, using no money and not much time : It represents the tweaking by mechanics for the modified temperature, pressure, etc.
An opposite formula could revert an alloy cannon into a Craft Cannon, in case the player runs out of alien alloys (The player then has to dismount the weapon, convert it manually and reattach it).

Apologies if the idea has already been mentioned and I missed it.

1011
Work In Progress / Re: Converting XCUTIL to OpenXCOM
« on: December 10, 2013, 08:29:59 pm »
MKSheppard, thanks a lot for taking the time to convert all these to mini-rulesets !

In vanilla TFTD + XComutil, I enjoyed a lot the improved Heavy Explosive, I even made the weight so considerably higher that a soldier could barely carry one. For assaulting ships that have a hard entrance, it was very fun walking a lone bomb-carrier to the sub (he can't throw it more than a tile or two), set the timer to 3, run the hell out of range, watch the screen-sized explosion that leaves a crater in sand with a lot of bubbles - and still a single-tile opening in the ship's hull.

I played an OpenXcom game with the improved heavy laser, at first I loved having one more choice for soldier setup, but it's a bit overpowered... I'm up to facing Mutons and Chryssalids, and don't feel the need to use plasma weapons yet  :-\

1012
Open Feedback / Graphs "trick"
« on: December 07, 2013, 05:04:18 pm »
The original UFO and/or TFTD had a tiny bug in the "Graphs" screen : the top-right button that returns to geoscape was effectively larger than it looked like (it extended maybe 8 extra pixels down).

The extra space overlapped with the position of the "graphs" button in geoscape. So if you placed your mouse cursor there, you no longer had to move the mouse : you could click click click repeatedly, and keep your eyes on the graph lines to watch for any rising UFO activity.

OpenXcom doesn't have this bug, so you have to move the mouse cursor each time (and see where you click).

I can't find this piece of information anywhere (even on Ufopaedia), so I thought it was worth sharing here.

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