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Messages - Snickerdoodle

Pages: 1 [2]
16
Troubleshooting / Re: How do I reorder soldiers in aircraft?
« on: May 01, 2014, 10:47:23 am »
So that's what those arrows are for!

 ;D

17
Troubleshooting / Re: purchaseexclusions in options.cfg
« on: May 01, 2014, 08:23:27 am »
So, how do I actually use this feature? What is the syntax, and where do I find the item names to put there?

Edit: Never mind, I figured it out. This is my list a few months into the game:

Code: [Select]
purchaseexclusions:
  - STR_STINGRAY_LAUNCHER
  - STR_STINGRAY_MISSILES
  - STR_CANNON
  - STR_CANNON_ROUNDS_X50
  - STR_TANK_CANNON
  - STR_HWP_CANNON_SHELLS
  - STR_TANK_ROCKET_LAUNCHER
  - STR_HWP_ROCKETS
  - STR_PISTOL
  - STR_PISTOL_CLIP
  - STR_RIFLE
  - STR_RIFLE_CLIP
  - STR_AUTO_CANNON
  - STR_AC_AP_AMMO
  - STR_AC_HE_AMMO
  - STR_AC_I_AMMO

18
Troubleshooting / How do I reorder soldiers in aircraft?
« on: May 01, 2014, 08:12:23 am »
According to this it claims that 'Soldiers can be reordered in aircraft.'

How do I do that? Do I have to edit the save file?

19
Released Mods / Re: [WEAPON] Laser Rifle Recolor
« on: April 28, 2014, 04:41:09 pm »
I like it. Installed.

Tip: Rebuild the zip file, so that it is ordered like PowerSuitHelmOff. That way it is much simpler to just unpack it directly into the 'data' folder, instead of having to manually copy 'Laser Rifle Recolor\Laser_Rifle_Recolor.rul' into the 'data\Ruleset' folder, and 'Laser Rifle Recolor\murmursLaserRifle' into the 'data\Resources' folder.

20
Suggestions / Re: Check soldier names for duplicates
« on: April 27, 2014, 07:28:20 pm »
edit: gahh! Can't believe I didn't see it before : getSeed() returns the original seed (ie 1000 in my case) In order to actually save and restore the RNG state, the entire mt[] array should be stored in the save game, ie 2496 byte :(

Perhaps a more save-friendly RNG could be used?

Quote
The following 64-bit generator with 64 bits of state has a maximal period of 264 − 1 and fails only the MatrixRank test of BigCrush:
Code: [Select]
#include <stdint.h>
 
uint64_t x; /* The state must be seeded with a nonzero value. */
 
uint64_t next() {
x ^= x >> 12; https:// a
x ^= x << 25; https:// b
x ^= x >> 27; https:// c
return x * 2685821657736338717LL;
}

from https://en.wikipedia.org/wiki/Xorshift#Variations

21
Suggestions / Re: Check soldier names for duplicates
« on: April 27, 2014, 07:13:51 am »
The comments for git_2014_04_26_2314 says "Avoid duplicate soldier names", but that doesn't apply for soldiers in transit.

I recruited 3 soldiers in 3 different hirings within the same hour, and 2 were identical clones. For silly reasons, I hired a soldier, saved, loaded the same game, hired another soldier, saved in the same slot, reloaded the same game again, and hired a third soldier. Number 2 and 3 were clones.

I starting to wonder if the "clone" issue might be a bigger problem than just the confusion with identical names.

22
Suggestions / Re: Check soldier names for duplicates
« on: April 26, 2014, 07:23:03 am »
That's a side-effect of pseudo-random-number-generators. The same seed will produce the same sequence of numbers. So if you happen to get the exact same seed twice (which is pretty unlikely but not impossible), then all the soldier stats will be the same.
As long as it doesn't stray into a Minecraft-like procedural generation type game it shouldn't matter. Minecraft needs to be procedurally generated, OpenXcom needs to be surprisingly random.

Yes? You can also do it by just looking at their soldier stats. :P
Of course, but not all soldier stats are available early in the game, like the psi stats. I don't want to recognize the strength and weaknesses of individual soldiers right off the bat, just because I've seen his/her name before. It takes away some of the replay value. The unknown and unexpected is a major point of this game.

My $0.02

23
Suggestions / Re: Check soldier names for duplicates
« on: April 25, 2014, 05:09:18 pm »
Check if the twins have the same stats.

They have the exact same original stats. Which means, in effect, that I can recognize good and bad soldiers from their names.

That is not good.

24
Suggestions / Re: Check soldier names for duplicates
« on: April 25, 2014, 02:21:12 pm »
Okay, this is getting weird. Not only are the names duplicated, but they're grouped, and in the same order.

25
Suggestions / Re: Check soldier names for duplicates
« on: April 25, 2014, 12:06:34 pm »
I've filed a feature request, because it's not really a bug, and I don't know how hard it is to reproduce.

Anyone else have this problem?

26
Suggestions / Check soldier names for duplicates
« on: April 25, 2014, 07:34:19 am »
When hiring new soldiers, it would be nice if the generated names were checked against the list of already hired soldiers. I have just 25 soldiers, and 4 pairs have identical names.  :o

It's not a big deal to change the names manually, but it's annoying, and it feels lke I live in a world of twins and inbreeding.  ???

It's also a little strange to hire the same name as the one I just sacked, but I realize that's unavoidable.

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