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Messages - Falko

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31
Open Feedback / Re: TFTD Damage or XCom damage?
« on: January 26, 2015, 09:47:25 am »
Nice graphs Falko.  The only issue with 4 dice is that realistically, you are talking about 20-180 damage range because of the statistical insignificance of results lower or higher than that.

2 dice does seem like a decent solution. 
if you want more 0-12/180-200 damage than 4d but less then 1d
take a look at the versionA/B graphs
https://anydice.com/program/520a (click graph)
Though, overall, I am a TftD damage guy.  I always like to have some damage applied.  Rookies in pajamas shouldn't survive a plasma shot, imo. ;)
i also prefer tftd damage formula even if i need 3-4 guys to bring down a sectopod

32
Open Feedback / Re: TFTD Damage or XCom damage?
« on: January 25, 2015, 08:20:38 pm »
see https://anydice.com/program/51fa
click on graph and you see 4 graphs
tftd/ufo as of now (the "non" curve)
the other graphs are with 2 dice throws
at last there is a 4 dice throw version
output 4d50 .. i like the most

33
I know that if aliens spot even one of my soldiers, my whole squad is vulnerable to psi attack.
false.
no idea where you got this notion.
really i always thought that was the case
from https://www.ufopaedia.org/index.php?title=Psionics#Psionic_Aliens
Quote
If an alien spots any member of your squad, even the tank, during the alien turn, the squad is at risk of attack.

34
Tools / Re: OpenXCom Modding Tools
« on: January 24, 2015, 02:15:37 am »
made an update for the modtools
some small tweaks for the HWP Builder (thx @ jackstraw2323)
and the current nightly rulesets added to the modtester
also some (14) additional tests for mapscript were included to catch special cases that go out of the scope of trivial syntax errors

35
Troubleshooting / Re: Aliens pick up weapons?
« on: January 23, 2015, 01:18:28 pm »
if the humans can not just pick up the plasma and start shooting
the alien also should not be able to pick up the laser and start shooting

36
almost:
manufacture:
- name: STR_UNEQUIP_TANK
  producedItems:
    STR_TANK_PLATFORM: 1

37
Work In Progress / Re: Mapscript Questions
« on: January 21, 2015, 11:52:50 pm »
during my first look at the temple script robin posted
i stumbled on
Code: [Select]
      rects:
        - [0, 0, 1, 2]
        - [4, 0, 1, 2]
        - [0, 1, 1, 2]
        - [4, 1, 1, 2]
        - [0, 2, 1, 2]
        - [4, 2, 1, 2]
        - [0, 3, 1, 2]
        - [4, 3, 1, 2]
i had a short discussion with robin/warboy in irc and try to use this script as an example how "rects" works
the temple map is a 50x50 map
Code: [Select]
xxxxx
xxxxx
xxxxx
xxxxx
xxxxx
robin has a non quadratic mapblock (size: [1, 2]) he wants to place it on the edge of the map
i will reorder the rects here
Code: [Select]
      rects:
        - [0, 0, 1, 2]#A
        - [0, 1, 1, 2]#B
        - [0, 2, 1, 2]#C
        - [0, 3, 1, 2]#D
        - [4, 0, 1, 2]#E
        - [4, 1, 1, 2]#F
        - [4, 2, 1, 2]#G
        - [4, 3, 1, 2]#H
here two "maps" with the possible positions
Code: [Select]
AxxxE
AxxxE
CxxxG
CxxxG
xxxxx
Code: [Select]
xxxxx
BxxxF
BxxxF
DxxxH
DxxxH

the temple has 8 positions
and the rectlist with these 8 position works fine that way
but one can make it shorter
Code: [Select]
      rects:
        - [0, 0, 1, 5]#M
        - [4, 0, 1, 5]#N
the rects declares these ranges within the map
Code: [Select]
MxxxN
MxxxN
MxxxN
MxxxN
MxxxN

during the execution the script chooses at random one position within the rects where the block fits

hopefully my rambling did not lead to more confusion

38
Open Feedback / Re: The "Please Stop Using 1.0" Discussion
« on: January 18, 2015, 08:02:00 pm »
In last few months only one thing happened with the nightly theoretically capable of breaking old mods. It's the mapscripting.
if you include nightly mods the reordering of the drawingroutines (IIRC introduction of Aquatoid) is/was also modbreaking

39
Open Feedback / Re: The "Please Stop Using 1.0 Discussion"
« on: January 18, 2015, 01:07:00 pm »
what happens if there is no modmaking/testing for nightlies
the problem is there is no bugfixing for a release version (1.0, 1.1,...)
and if huge crowds of modmakers make new mods only if 1.1 is out they will encounter bugs
these bugs will be fixed but the fixes are now only in these scary nightlies

i do not say all modders/player should switch to nightlies
i have no numbers but i think if >20% of player base play with nightlies that would be good enough

IMHO if you publish a mod that works only with nightly put it in the thread title

also as a suggestion for the devs: before milestone release make a release candidate
define a nightly "1.1 RC1" approx. a month before release with the intention "there should not be (significant/any) ruleset changes until release" so more modder feel confident using this RC to test and find bugs for the next release

41
Released Mods / Re: [ENEMY] Recycled Alien Collection 1.0
« on: January 17, 2015, 06:35:27 pm »
see https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_%28OpenXcom%29#Armor
16 = Bio-Drone
but you have
Code: [Select]
  - type: CEREBREAL_LARVA_ARMOR
...
    drawingRoutine: 15
that should fix it

42
Open Feedback / Re: The "Please Stop Using 1.0 Discussion"
« on: January 17, 2015, 11:23:46 am »
if nobody makes/uses mods with nightly
some errors in the new code are not discovered
trivial example: vanilla mapscript had no removeblock command only if somebody plays around with that it can be discovered that the command is/was not working correctly
without the early testing some functionality is not tested properly and bugs stay in the next milestone
(if a mod uses the rulset correctly but does "more" than vanilla and runs into a bug its still a bug even if its not a problem for vanilla | i do not talk about limitation like exactly 10 alienitemlevels/month or misformed rulesets)

43
Tools / Re: OpenXCom Modding Tools
« on: January 13, 2015, 09:22:49 pm »
ah i misread SPK2PNG is the function for SPK files :)
i fixed one line in the converter and now your example files work

44
Tools / Re: OpenXCom Modding Tools
« on: January 13, 2015, 07:56:38 pm »
these files should work
i uploaded the vanilla geograph folder just now and the website choose SCRtoPNG as function by default (as it should)
all vanilla-images are saved without information what palette is used for them so one has to select this manually (or fix/reset them later with the palette-fixer)
should a manual selection of this option not help perhaps you can upload a zip with your files here so i can take a look at them

45
Suggestions / Re: Quality of UI life
« on: January 09, 2015, 03:09:08 pm »
Changing the arrow to indicate the kneeled state is another good idea. I wouldn't make fancy animations frankly, just some kind of indicator in the arrow to indicate the crouching.
how about rotating the arow by 180 degree?

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