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Topics - Solarius Scorch

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61
Recently Meridian created two new functions:
- display of percentile chance to successfully shoot the target in CQC (when shooting from point blank);
- display of percentile chance to successfully overcome the target's melee dodge (when using a melee weapon against a target with melee dodge).

This is how this looks like (avaialble under Alt + M-click):



This X-Com agent (who happens to be a hybrid, but that's irrelevant) has 20% chance to hit the enemy in point blank and not have the shot redirected to kingdom come by their mad ninja skills.



This Floater is armed with a shooting weapon and a melee weapon. It has 51% chance to successfully shoot an adjacent enemy (overcome their CQC). It also has 32% to hit the enemy with the knife, taking into account target's dodge bonus.



Here the same Floater has 42% chance to successfully hit an adjacent enemy (overcome their CQC). Melee is not displayed, because the enemy is not in front of the Floater.

These features are now only available in a test build, because including them in any form would give the player more direct tactical data and therefore affect game difficulty, therefore one should be careful with it. Nevertheless, this feature is immensely helpful for a modder, because estimating dodge and CQC values by just eyeballing them is pretty hard. Also, the very impact on gameplay from the player's perspective is perhaps not that great, and perhaps fair.
Therefore we would like to ask the community - especially modders - whether this feature should be included in the official OXCE in some form. Should this be available as it is? Or only in debug mode? Or not at all?

Please tell us what your experience and gut feeling suggests! Feedback very much appreciated.

62
OXCE Suggestions DONE / [DONE] Spawning missions at base coords
« on: March 20, 2020, 03:51:49 pm »
I have a request: an option to spawn a mission (not UFO) right at the coordinates of X-Com base. This would be the same as normal spawning at a fixed point, except instead of given coordinates it would choose one of your bases (at random, if there's more than one).

Justification (in the context of Piratez as a good example):
- It would allow to remove "comm waves", which are a not-so-elegant hack.
- It would allow special missions taking place directly at your base, for example "attack of creatures from the sewers".
- It would allow creation of some missions which would logically take place around the base.

Optional considerations:
Terrain used would be governed by alienDeployments, same as with normal missions, but also including your base.
Also, it would be nice to have an option to tie the terrain to the global texture instead of specifying it directly, because (for missions not actually happening inside your base, but outside) the game doesn't know where the player will put their bases.

64
OXCE Suggestions DONE / [DONE][Suggestion] Terrain command as an array
« on: January 11, 2020, 05:46:33 pm »
My request is to enable using the "terrain" command in mapScripts as an array, so a random terrain is chosen from a list.

So for example (not a real example, just for illustration), you can now do this:

Code: [Select]
  - type: JUNGLE
    commands:
    - type: addUFO
    - type: addCraft
    - type: addBlock
      terrain: URBAN
    - type: fillArea

So it generates a desert map with a single random block from URBAN.

What I would like is doing this:

Code: [Select]
  - type: JUNGLE
    commands:
    - type: addUFO
    - type: addCraft
    - type: addBlock
      terrain: [URBAN, FOREST, DESERT, MOUNT]
    - type: fillArea

So it generates a desert map with a single random block from one of these four terrains, selected at random.

The reason behind this is rather complex, it has to do with the new urban terrain we're building with Finnik which depends on a lot of "subterrains" called with the terrain command.

Thank you in advance for considering it :)

65
Tools / Lasers & Legos: How to Make X-Com Terrain
« on: December 08, 2019, 09:11:36 pm »
By popular request, I have written a little guide for making X-Com maps. It's in the attachment.

It is very much in progress, it's pretty laconic and I haven't covered making new tilesets yet, but it should be quite instructive to beginners.

Remember kids: making maps is just a few simple rules and otherwise all fun!

66
The X-Com Files / [POLL] Commendations: hidden or not?
« on: September 22, 2019, 08:24:30 pm »
A new element in the upcoming 1.0 release are commendations, granted to individual soldiers for performing actions, like killing enemies, participating in missions, or simply staying in the force long enough.

Those of you who play Piratez know the concept, but with the newest OXCE it is possible to make the commendations give certain bonuses to the soldiers' stats. It will be an important element in training your soldiers.

Here are some examples:









Still, I am torn between two choices: should these commendations (articles on them) be hidden until one of your soldiers manage to get them? Or should they be available from game start?

Please vote and share your thoughts.

67
OXCE Suggestions DONE / [DONE] [Suggestion] Geoscape pop-up events
« on: July 03, 2019, 04:40:34 pm »
I would like to request a new type of geoscape feature, based on a new type of script.

What it does: displays a custom pop-up message and awards points.

When it happens: same as alien missions, triggered by chance, month, research and other associated parameters.

I don't want to get into actual technicalities, but I imagine it could be done as a missionScript, except no UFO or site is generated (you get the popup instead) and there is no region or race.

Why do I want it?
I want a new tool for the game to affect the player. Right now we have two options: alien missions and arc scripts. Both are partially applicable, but none can do it well; most notably, missions require actual objects on the geoscape, while arc events cannot be repeatable, etc.

What will I do with this?
All sorts of fun stuff.

Example 1) Hurry up. If you haven't accomplished something by a certain time, something bad will happen.
Haven't destroyed a cult, even though you should have done this ages ago? They just assassinated a politician, costing you points.

Example 2) Rewards. Having something researched or being within some timeframe enables you to get something at random, outside the mission system.
So you discovered some alien conspiracy? An anonymous donor sent you a crate of weapons to further your cause. May be influenced by month (the earlier, the better chance).

Example 3) Random events, Microprose-style.
Something explodes, costing you points. You impressed a UN official, giving you points. Your daughter suddenly got married to a Hybrid representative, so they give you some research as a wedding gift. Etc., etc.

Finnik already expressed interest in coding it, but we'd like to hear your opinion first. Would you agree to add something like this? If yes, what are your requirements/advice?

EDIT: The event can also give research, items, etc. If not a problem, chosen randomly from a given list.

68
The X-Com Files / Ratso names!
« on: April 14, 2019, 09:05:19 pm »
Remember that thread about dog name suggestions? Well, now it's time for rats!
Yes, you heard right: I want to add pet rats to be used by X-Com. Don't ask, embrace!
Please share your ideas for rat names! X-Com needs your creative juices.

69
Offtopic / Modding life
« on: April 06, 2019, 05:32:41 pm »
I felt like creating a thread for modding-related shitposting. So basically, memes - but feel free to post whatever else fits.


70
Help / Alternative retaliation
« on: March 02, 2019, 03:14:05 pm »
Please help me with the following idea.
I would like modify how alien retaliation works in my mod. Instead of one behaviour (base assault), there would be two missions, chosen at random according to weights:
* mission 1: standard base assault
* mission 2: an "air domination" mission, where many hunter-killer UFOs are spawned to patrol the affected area and get in the way of X-Com operations for a while.
Making the missions themselves is trivial (one is the vanilla retal, the other a generic mission with UFOs), but how do I script it?

71
The X-Com Files / Fear and berserk sounds wanted
« on: February 23, 2019, 06:06:03 pm »
Thanks to Meridian's invaluable effort, we can now have sounds played whenever a unit panics or goes berserk.
Therefore I am now looking for appropriate sounds. I need screams which clearly sound like fear or murderous rage, for both sexes, possibly also monsters.
Please help - the more sounds there are, the better the end effect will be!

72
Released Mods / [PALETTE] Dark Geoscape
« on: January 22, 2019, 05:45:59 pm »
Chronocide Commando made some experimental palettes for the Geoscape. I like one enough to make it a standalone mod.



It can be downloaded from: https://openxcom.mod.io/dark-geoscape

Enjoy, and let me know if there are any issues.

73
As I understand, you can set ambient sounds, but all that it does is looping the same sound. This is pretty much useless for most applications, since in order to have any background effects you must either choose something which can be played constantly in a loop (like ocean waves), or you need a very long and big sound file, 95% of which is silent.
My request is an ability to add an additional parameter to an ambient sound, which would make it played once in a while, preferably at random intervals. This would allow us to set some background noises appropriate to the map, for example wildlife sounds in a jungle or an occasional gust of wind in the fields.
If possible, I would also like to request the ability to set multiple ambient sounds, each with its own settings (so one sound plays on average every 30 seconds, while another plays on average every 60 seconds).

74
OXCE Suggestions DONE / [DONE][Question] Spawn nodes for civilians
« on: August 03, 2018, 11:44:17 am »
Sorry for hijacking the thread, but I think it's related enough: would it be possible to restrict spawns of some/all civilians to craft or UFO?
The issue is with defence missions, where you are supposed to save a building with inhabitants from attack... Yet these inhabitants tend to spawn somewhere in the woods, while some enemies spawn in the building. I can live with the latter (infiltrators!), but the former makes the mission harder and pretty weird.

75
The X-Com Files / X-Com hybrids!
« on: May 12, 2018, 12:44:01 pm »
While there's still much to do, I have seriously started working on hybrids working for X-Com as your agents (after a certain research is complete).
At this point I only have the paperdolls done. Did they turn out good enough?


Before you ask: no, at this point I am not planning to make more than one face for each gender. It'd be a colossal job, and they all look the same to us anyway. :)

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