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Released Mods / Re: [MAPS] (UPDATE v1.4) Hobbes Terrain Mods for OpenXCom
« on: June 18, 2014, 04:43:10 pm »
Version 1.7 published, now including the Native terrain. Should only appear on Terror missions on the southern hemisphere.
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If you guys are really that enthusiastic for a hybrid game, essentially the first step is developing and perfecting support for all of TFTD's assets... by which time a TFTD ruleset will most likely be complete and OpenTFTD will be done. So either way it's better to focus on what can be done to code in support for TFTD.
flags (21) are used as a "priority" for patrolling aliens inside the ship, or any alien if there is no UFO. they will search for the connected node with the highest flag value (that they didn't just come from, and no one else is headed to) and try to move towards it, for example: in battleships the commander moves between two nodes with priorities 8 and 9 repeatedly.
note that this is different from byte (23) which is sometimes also called "priority" but is used for SPAWNING and not PATROLLING
reserved (22) is used to denote what kind of behaviour should take place at the node. the only value that means anything here is 5 which means "look for base modules to destroy"
if maxcount = 1 it has 1/n chance, where n is the combined total of probabilities for all the map tile types combined
caveat: being used as a landing zone will NOT decrease its usage count, as the maxCount could potentially be less than the total number needed to fit the ufo and the landing craft
Another scenario that occurred to me was, with some kind of limit, and the 80 item limit in the main game, there was another strategic decision that came up. With a squad of 24 men, it was generally the case that you knew those 24 men would be spread thin in terms of equipment. You might get, say, a plasma weapon, one clip, and a grenade, with a few more items for spice. However! If you decided you wanted better armed, more elite troops, now there are more decisions to be made. You might purposefully take less men in total in order to better equip those that did come along. This gives the player another reason to use the sometimes maligned HWPs. Or, perhaps you might decide to switch to laser weaponry, specifically to save yourself another 24 items on clips. Now, you've traded some firepower in order to be more versatile. Or you might combine the two, both replacing some men with HWPs, and also choosing to use laser weaponry. Now, you have soldiers that are equipped for a wide variety of situations, but you've sacrificed both pure firepower and boots on the ground (keeping in mind that trained soldiers own HPWs) in order to bring along more secondary equipment. These are the types of decisions you'd expect to see in a game of this type; it's merely happenstance that in X-Com they exist because of an oddly implemented limit on total carried items. I would argue however, that if the nature of the decisions is correct to the game, it doesn't matter that the reason you're making them is to avoid an arbitrary item limit. Really the absurdities only reveal themselves when you start trying to carry 150 rifle clips into battle or give every soldier a half-dozen grenades, three clips, a stun prod, and flares.
The point I'm trying to make in general is, simply removing the item limit wholesale rather than making it more configurable is not quite so obvious a choice as it might seem at first. The item limit had many effects on the game that affected the way one played, and similarly, removing it also has many effects on gameplay, both good and bad.
However, if adding a configurable item limit to transports is too difficult or otherwise not worth the time, perhaps a compromise? A simple counter of total items on the plane in the equip transport screen. This would make it easier on those of us who would like to preserve the kinds of strategic decisions discussed above, whilst not putting entirely on us the responsibility of self-policing item count by manually adding up line-items on the equip screen.
The port was a very nice idea, I hope to see it work in the future
frequency is the odds of it's occurrence, maxcount is the maximum number of times it can be used.
if maxcount = 3 it has 3/n odds of being picked. if it is picked, the next time it will have 2/n odds.
if frequency = 3 it has 3/n odds of being picked.
I vote for an hybrid game
but forgot to adjust the deployment level for the Avenger and Lightning, resulting in the game trying to place a ship into 15 feet of dirt.
I suppose that last building will not be compatible with OXC due to the height level limit, am I right?
thanks
i apologize but i do not know previous version of mapview
I use it as a map viewer but i see a lot of features:
Tiles are limited to 255 as you said in an other post
I have definitely no competence in map creation, but your question frightened me, given that I mod some missions to be 50X80 (or 80X50)
What will happen if I decide to mod a 50X80 mission with elements that are 20X10, even 20X20 ?
isa there a 30x30 map somewhere ?
i always wanted to test if i could get a 3x3 hangar with space for 4 crafts to work i have a fair idea how to do the geoscape stuff but no idea how to make a base-attack-map