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Messages - Alpha Centauri Bear

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451
Help / Re: Either OR research dependency
« on: October 14, 2020, 02:13:52 pm »
Thank you, Meridian. I should read manual first. 😟

452
Help / Re: Cannot install TFTD Rework mod
« on: October 14, 2020, 07:50:35 am »
Found another problem: add-on subfolder in the mod. Apparently, new engine doesn't like it either. I should take them out and use as a separate mods.
Engine designers, what is the proper way to add add-ons?

453
Help / Re: Cannot install TFTD Rework mod
« on: October 14, 2020, 06:39:57 am »
Found the offender. Apparently current openxcom build complains about negative values in parameters like this one.
Code: [Select]
  - type: PLASMICIDE_WEAPON
    bigSprite: -3

Why did it work before? Engine changed to more strict rules? I guess, negatives were used to disable (?) certain sprite or something. How should they be disabled properly?

454
Help / Cannot install TFTD Rework mod
« on: October 14, 2020, 06:04:51 am »
Hello everyone.
Not sure it is right place to ask mod installation question but maybe someone knows the answer.

I have downloaded nightly about a month ago and have installed few mods already. They all work fine.
Then I have downloaded latest TFTD Rework mod, unpacked it and copied into mod directory. It failed with error. See the mod tread link and error below. Anyone is able to help? Thank you.

https://openxcom.org/forum/index.php/topic,4265.0.html

Code: [Select]
[13-10-2020_22-54-11] [INFO] Active mods:
[13-10-2020_22-54-11] [INFO] - xcom2 v1.0
[13-10-2020_22-54-11] [INFO] - Aliens_Pick_Up_Weapons_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - StrategyCore_Swap_Small_USOs_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - UFOextender_Psionic_Line_Of_Fire_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Improved_Gauss v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Pistol_Auto_Shot_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Starting_Defensive_Base_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Statstrings v1.0
[13-10-2020_22-54-11] [INFO] - Skyhawk-TFTD-FixGaussCoelecanth v1.01
[13-10-2020_22-54-11] [INFO] - skyhawk-tftd-fixmagnav v1.0
[13-10-2020_22-54-11] [INFO] - TFTD Rework v1.3bb v1.3bb
[13-10-2020_22-54-11] [INFO] Loading rulesets...
[13-10-2020_22-54-11] [WARN] disabling mod with invalid ruleset: TFTD Rework v1.3bb
[13-10-2020_22-54-11] [ERROR] failed to load 'TFTD Rework'; mod disabled
this mod name is already used

455
Hmm. Just tried it on latest nightly TFTD but failed. Any idea what is wrong?

Code: [Select]
[13-10-2020_22-54-11] [INFO] Active mods:
[13-10-2020_22-54-11] [INFO] - xcom2 v1.0
[13-10-2020_22-54-11] [INFO] - Aliens_Pick_Up_Weapons_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - StrategyCore_Swap_Small_USOs_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - UFOextender_Psionic_Line_Of_Fire_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Improved_Gauss v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Pistol_Auto_Shot_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Starting_Defensive_Base_TFTD v1.0
[13-10-2020_22-54-11] [INFO] - XcomUtil_Statstrings v1.0
[13-10-2020_22-54-11] [INFO] - Skyhawk-TFTD-FixGaussCoelecanth v1.01
[13-10-2020_22-54-11] [INFO] - skyhawk-tftd-fixmagnav v1.0
[13-10-2020_22-54-11] [INFO] - TFTD Rework v1.3bb v1.3bb
[13-10-2020_22-54-11] [INFO] Loading rulesets...
[13-10-2020_22-54-11] [WARN] disabling mod with invalid ruleset: TFTD Rework v1.3bb
[13-10-2020_22-54-11] [ERROR] failed to load 'TFTD Rework'; mod disabled
this mod name is already used

456
Released Mods / Re: Illamasqua's UFO & TFTD Rework
« on: October 14, 2020, 05:30:33 am »
I would never ever demand anyone to ask me for any "permissions" of any kind for anything I've ever done.

Hi Orz.
Terrific mod indeed. I have played it before and I am installing it now. Awesome rework - very thoughtful and complete. I cannot admire your dedication more.

Even though your mod solves a lot of weapon progression problems, I have few more optimization ideas myself. With that in mind I'd like to use your mod and build mine on top of it. This won't be an integration. Quite the opposite. My additions will be relatively small comparing to your work. Yet, despite your quote above, I'd like to ask for permission as, apparently, some people get very sensitive about it.

457
Help / Mod applying order
« on: October 14, 2020, 04:57:16 am »
How to ensure mod applying order? I like to build my mod as a further modification to another mod. Therefore, I like the base mod to be loaded first and my mod to override it as needed. How can I do this if I want to keep them separate?

458
Help / Either OR research dependency
« on: October 14, 2020, 04:23:01 am »
Sorry if stupid question but I could not figure out how to define either OR research dependency. For example, research C becomes available after either A OR B is researched. Please help. Thank you.

459
Suggestions / Interceptor last shot wasted
« on: October 14, 2020, 03:04:26 am »
Is this already fixed?
If not if would be a great deal. Currently player has to switch to aggressive to make sure last missile stays in range. Very cumbersome. Especially with multiple interceptors attack.

460
Open Feedback / Re: TFTD: USO chance to hit the interceptor
« on: October 13, 2020, 10:51:31 pm »
0.5% indeed. Thank you for pointing this out! I was confused with a lot of zeroes in formula.

461
Open Feedback / Re: TFTD: USO chance to hit the interceptor
« on: October 13, 2020, 09:16:51 pm »
I have also tested it with 0% accuracy weapon in openxcom and confirm that it never hits. So it must me I am interpreting openxcom expression incorrectly.

462
Open Feedback / Re: TFTD: USO chance to hit the interceptor
« on: October 13, 2020, 08:35:28 pm »
Hmm. This mechanics description doesn't match this piece of code that determines whether UFO is hit.
https://github.com/OpenXcom/OpenXcom/blob/da95e73f7da88781227f4da0262b525e6fffaad2/src/Geoscape/DogfightState.cpp#L833

Can you comment on this code? Is it relevant one?

Keep in mind that the accuracy article you pointed at is for original game where people tried to observe values. Whereas my question is about openxcom with the open code. And, probably, slightly different implementation that may lead to differences.



Let's compare both formulas side by side.

The one from wiki
Code: [Select]
[1+(3/UFOsize)]/2 * Weapon Accuracy

The one from openxcom code
Code: [Select]
RNG::percent((p->getAccuracy() * (100 + 300 / (5 - _ufoSize)) + 100) / 200)

I am not sure what RNG::percent is but would assume that it returns true with percentage given as an argument. So its argument expression above is a final accuracy against given UFO.
If this assumption is correct then the openxcom formula for accuracy can be simplified like that:
Code: [Select]
(Weapon Accuracy * (1 + 3 / (5 - _ufoSize)) + 1) / 2

I guess the "3 / (5 - _ufoSize)" part is same as "3/UFOsize" part in wiki formula just expressed in different variables. So if we replace it with wiki expression for the sake of simplification it turns into:
Code: [Select]
(Weapon Accuracy * (1 + 3/UFOsize) + 1) / 2

As you can see, it is almost identical except that "+1" thingy which effectivelly just adds flat 50% toward to hit chance.

463
Open Feedback / Re: TFTD: USO chance to hit the interceptor
« on: October 13, 2020, 02:03:42 am »
What about interceptor chance to hit UFO here?
https://github.com/OpenXcom/OpenXcom/blob/da95e73f7da88781227f4da0262b525e6fffaad2/src/Geoscape/DogfightState.cpp#L833

It seems that minimal chance is 50% even with zero accuracy. And then it grows very fast even with low accuracy. For example chance for 50% accuracy weapon to hit smallest UFO is 90%!!! And to his largest one is even 150%!
Did I understood this formula correctly? If so then torpedoes should almost never miss. However, I quite often see them do so. Like maybe 1/3 times.

464
Open Feedback / Re: TFTD: USO chance to hit the interceptor
« on: October 13, 2020, 01:38:21 am »
Ah. This is 0-100% for USO weapon. That explains it. I thought it is 50-100% as for X-COM weapons.
Thank you.

465
Open Feedback / TFTD: USO chance to hit the interceptor
« on: October 13, 2020, 12:37:11 am »
UFOpaedia here claims that all USO weapons have 60% chance to hit.
https://www.ufopaedia.org/index.php/Alien_Submarines

However, I have tested it a little bit and it feels like it is about just half of it. Both from visual frequency of "X-COM craft is damaged" comparing to "USO returns fire" and from calculating how much damage craft sustained after engagement. If it is 60% then craft should be about twice as more damaged then I calculated. Anybody can give more insight on that?

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