Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - redv

Pages: 1 2 [3] 4 5 ... 19
31
Suggestions / Re: In-game manufacturing profitability view
« on: March 30, 2015, 02:49:27 pm »
In the profitability wiki page is assumed that entire workshop placed for manufacturing of the calculated item.
Moreover, assumed that this item will be manufactured whole month.

But this is not true in general case.

32
Suggestions / Re: In-game manufacturing profitability view
« on: March 30, 2015, 01:13:36 pm »


Something wrong in formula.
Workshop - maintenance cost: $35,000/month;  50 units of space.
Motion Scanner - manufacturing price: $34,000; space required: 4.

Monthly cost: -35K * (4 / 50) - 34K = -36.8K

33
Suggestions / Re: In-game manufacturing profitability view
« on: March 30, 2015, 02:30:17 am »
Here are the equations that make up the main business logic of this change:
Code: [Select]
remainingMaterialsCost = (manufactureCost + usedItemsValue) * (amountTotal - amountProduced)
manufactureCost: the number listed in the ruleset that you are charged per item produced.
usedItemsValue: the sale price of any other items required to manufacture this item (like alloys)
amountTotal: the number you specified to manufacture when you started the job
amountProduced: the number of items you've produced so far.  this will be 0 when you first create the job and non-zero when you look at a manufacturing job in progress

Omg! Better to remove the "Remaining Materials Cost" from the screen.
Profit per month - it's all what need for player. :)

34
Suggestions / Re: In-game manufacturing profitability view
« on: March 30, 2015, 12:54:54 am »
What mean "Remaining materials cost"?

35
Suggestions / Re: In-game manufacturing profitability view
« on: March 28, 2015, 02:23:15 pm »
Option, when the "sell" button replaced by monthly profit, looks good.
Obviously, if you set the units quantity to infinity, then you want to sell these stuff.
If you want to sell these stuff, then will be good to know something about profit.

36
Offtopic / Re: Using Energy to balance psionics.
« on: March 25, 2015, 10:57:16 am »
Where do you put the energy expend code:   energyMindControl: 10    energyPanic: 5   

I am also running FMP. Is there anything I have to do in that as well?

You can write your own ruleset file. Such that:
items:
  - type: STR_PSI_AMP
    energyMindControl: 10
    energyPanic: 5

and use it with OpenXcom Extended.

37
Offtopic / Re: Using Energy to balance psionics.
« on: March 25, 2015, 03:22:55 am »
Yes

38
Offtopic / Re: Using Energy to balance psionics.
« on: March 24, 2015, 10:59:25 pm »
What if using the psi amp drained a characters energy.

It really makes sense from a lore perspective because using psi abilities always makes a hero tired and weak.

That would make him out of energy if he tried to chain mind control through the whole mission. This would make psi balanced because it wouldn't be available on EVERY turn. I think linking it to energy is a better solution.

Is there a way to make a weapon expend energy?

This idea implemented in OpenXcom Extended.
Try to use the OpenXcom Extended: https://www.openxcom.com/mod/openxcom-extended
And this mod: https://www.openxcom.com/mod/psiwar

39
Programming / Re: AI and explosives
« on: March 22, 2015, 11:38:35 pm »

40
Programming / Re: AI and explosives
« on: March 20, 2015, 04:25:23 pm »
Done. Unhardcoded first turn when AI can use grenades.
PR: https://github.com/SupSuper/OpenXcom/pull/993

I support it too.
And yes, I know you have introduced it willingly and after a careful consideration... feel free to ignore me, but I just feel the need to say what's in my heart.

I even thought of building a custom version of OpenXcom for my LP, because of this... but I was too lazy... so instead I just banned the usage of any throwable explosives for XCOM side during the first 2 turns too. But sometimes I forget it and get angry that I break my own rules.

Totally agree about custom build.

41
Open Feedback / Re: how to assign scientist/engineers faster?
« on: March 18, 2015, 03:31:57 pm »
Use the "Change values with mouse wheel" option.

42
Tools / Re: OpenXCom Modding Tools
« on: March 17, 2015, 11:29:17 pm »
The same issue for hovetanks:(

43
Released Mods / Re: [PSI][STATS][HWP][ARMOR] PSIwar
« on: March 16, 2015, 03:33:59 pm »
AAAA!! :-)))))

Yes, tin foil hat is the most important equipment:)
Spoiler:

44
Released Mods / Re: [PSI][STATS][HWP][ARMOR] PSIwar
« on: March 15, 2015, 12:20:38 pm »
I have no idea how to use Alien Entertainment.
But, perhaps, will be used Alien Surgery.

45
Released Mods / Re: [PSI][STATS][HWP][ARMOR] PSIwar
« on: March 14, 2015, 12:45:25 pm »
I agree with you Arthanor,
but this phrase from redv was so tempting:With a further examination of the rules...
A PSI-Tank would be a great thing IF the tank will be much more powerful than a regular soldier, but, with the provided rules, my soldiers will eventually surpass the tank in power.
As it is now, the PSI-Tank has lost most of its appeal.

Sorry redv, I will try this mod, but I will also modify the rules, so to nerf my soldiers (max psi skill capped to 30) AND the tank armor.
The fact that PSI Tank occupy 4 slots is a bonus: if I want the overpowered PSI, I get less soldiers 8)

Psionic tanks required for begin and middle of a game but not for final.
Therefore psi-tank has this stats.

But of course, stats can be changed :)

Pages: 1 2 [3] 4 5 ... 19