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Messages - Alpha Centauri Bear

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31
OXCE Support / Re: Hangar storage
« on: January 04, 2024, 04:55:18 pm »
I see. So if I reduced item sizes to let them occupy less space in storage making everything fit - I should be good not using this extra space?
Another option is just to allow another storage at initial base or just increase storage facility capacity.

32
OXCE Support / Hangar storage
« on: January 04, 2024, 04:09:42 pm »
Would you mind explaining the importance of the hangar extra storage capacity? Does it break the game if I set it back to 0?

Code: [Select]
  - type: STR_SUB_PEN
    storage: 5 #OXCE bonus because of change in handling craft storage

33
OXCE Suggestions DONE / Re: [DONE][Suggestion] Base info UI changes
« on: January 04, 2024, 03:58:27 pm »
Are these options visible in advanced options in game configuration or should be tweaked manually in file?

34
Brutal AI / Re: Brutal-OXCE 8.0.2
« on: January 04, 2024, 02:26:27 pm »
It's about what the elements are.

Code: [Select]
std::vector<PathfindingNode> _nodes;

will be cleaned up automatically (by the vector deconstructor)

Code: [Select]
std::vector<PathfindingNode*> _nodes;

would not be cleaned up automatically, you would need to first delete the content of all the pointers manually... and then just the pointers themselves would be cleaned up by the vector deconstructor.

https://stackoverflow.com/questions/12068950/c-destructors-with-vectors-pointers

You are right
In simpler words, collection with elements will create elements on the fly, and, therefore, own them, and, subsequently, destroy them itself.
Collection with pointers will borrow these pointers from existing elements somewhere, which were created by somebody else. This mysterious creator should take care of their destruction.

35
Brutal AI / Re: Brutal-OXCE 8.0.3
« on: January 04, 2024, 02:22:53 pm »
Did you say this is reproducible? Please point me to the whole info (version, save, reproduction, etc.). I will try to pinpoint the problem if this is what you are looking for.

36
OXCE Support / Starting base
« on: January 04, 2024, 12:34:36 am »
Quote
In OXCE, you can optionally define different starting bases for each game difficulty using the following top-level names:
startingBaseBeginner
startingBaseExperienced
startingBaseVeteran
startingBaseGenius
startingBaseSuperhuman
If you don't define some of them, the default starting base will be used instead of the missing ones.

Is there a way to define starting base for all difficulties at once or the only way is to copy paste them all?

37
Brutal AI / Re: Graphs notifications or improvement
« on: January 03, 2024, 08:34:19 pm »
Oh. Apparently, Xenonauts is its own game not even based on OpenXcom. I doubt I can replicate their functionality here (easily).
Besides, they have two major differences those make sense non stopping UFO sightings.
1. The map is FLAT!
2. The highest speed is about an hour a second, not a day a second as in xcom.

The game itself looks amazing. I now want to try it out.

38
Brutal AI / Re: Graphs notifications or improvement
« on: January 03, 2024, 08:29:25 pm »
Need to check on Xenonauts.

As for the implementation options: I like both options. The list is simple and global allowing to overview the whole globe activity. The one-by-one popup is more lore abiding similar to Xenonauts probably. Thinking …

The ability to stop the game and do not crawl by 5 seconds at a time is why I started all this. Player should be given an opportunity to slow down and investigate. Otherwise, these notifications just blink and disappear.

39
Brutal AI / Re: Graphs notifications or improvement
« on: January 03, 2024, 07:50:26 pm »
Another option would be to show a popup for EACH sector with activity change instead of the list. I am open for both.
In this case such notification can include more textual description like: "alien activity increased in …".
We may end up with multitude of such popups every 30 minutes, though.

40
In this case why separate them? It's not like players who want to know the ETA would NOT want to know it for moving targets. Should be no harm for them.

41
Brutal AI / Re: Graphs notifications or improvement
« on: January 03, 2024, 07:43:56 pm »
Numbers are cumulative continuous undetected UFO in the sector. Every 30 minutes 1 point is added to each undetected UFO in the sector.
This should be an exact number of points of graph increase (for undetected UFO only). Actually, I need to pick this value (1) from the ruleset instead of hardcoding.

Red: activity increases.
Blue: activity ceased (no undetected UFOs in the sector for the last 30 minutes).

Option values:
0 = disabled
1 = activity is displayed when it reaches the threshold of 10 (= 5 hours for a single undetected UFO)
2 = every change is displayed including activity ceased

I can add more description in option if it fits the screen. Feel free to suggest.

I can also remove number for option 1 to just show a long uninterrupted activity. This is probably how it should be to keep the lore. Option 2 is for nerds to catch every single UFO fart.


42
What difference moving target make? Do you account for their movement as well?

43
OXCE Support / Re: How to use palette and color?
« on: January 03, 2024, 06:26:00 pm »
Thank you. Much clearer now.

One question about dots. Does OXCE always use primary color or it matches the color of the text in the cell?

44
Open Feedback / Re: Why do shots at 100% or above miss?
« on: January 03, 2024, 05:03:37 pm »
I recall some mods or mini-mods claiming to place "real accuracy" at the target. Is this a true real chance to hit or just another presentation of same accuracy stat?

45
OXCE Support / Re: How to use palette and color?
« on: January 03, 2024, 02:28:10 pm »
One example of my confusion.
The UFO detection popup. Apparently it uses two colors in the list but I cannot find any color setting code in the UfoDetectedState::UfoDetectedState.

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