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The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: December 01, 2016, 08:57:39 pm »
Sorry this is proving to be such a pain, Solar. It's indeed a difficult thing to achieve in an elegant way that's also satisfactory to the players.
Well, once you switch to OXCE+ v3.5, you'll have access to the flag that lets you determine if items are destroyed when researched, no? That would enable:
- All "normal human tech" in ufopaedia at the beginning. Never need to be researched, can be used as soon as acquired. Buying weapon and ammo depends on contacts or promotions.
- All "advanced human tech" like light cannons, blackops stuff, etc. is hidden at the beginning. Can be researched but item is kept. Use requires research for computer assisted ones, not for simpler "press the trigger and it shoots" ones. Buying weapon and ammo depends on the weapon research + proper contact + proper promotion. So you need to know the weapon, where to buy it, and get the permission from your superiors to use them.
- Alien weapons need to be researched (maybe with previous projects gating that research since you can't understand plasma rifles before knowing what Elerium is, or maybe you don't care what the clip is made of and just want to shoot it, so it's fine if you know nothing about elerium). Research destroys the weapon but enables use. Later research (ex.: Plasma weapons assembly?) enable you to build them.
This way you never have the "lol why did I have to research AK-47 or axes?!" since they are never up for research. Contacts and promotions become immediately valuable because they make new weapons (and their ufopaedia) available. For advanced weapons it follows a sensible arc: Find fancy unknown rifle, look at it and discover the manufacturer, track the manufacturer (contact) to be able to buy it from them (and since they're shady exclusive people, you need to say: "I want a gun like this one that I know you make", not just "Yo man, I want some nifty shooty stuff" because then they'd just kick you out/hang up on you) and also you need to have clearance to use the weapon. Finally alien weapons you need to break apart and study to be able to reproduce them, and even then that first weapon you took apart remains in parts for reference during assembly of copies (hence the first research project destroys the item).
Although I very much value your contributions to Piratez because Piratez is an awesome mod. You created something new and awesome with this mod and I definitely encourage you to keep at it.
I haven't looked more into the dogs issue because.. well they work on my end and I gave you all I had so I don't understand that just reusing my stuff it doesn't work for you. So I don't know what to do to help you more with that. (and the rank/picture thing.. I think was/is an exe problem?)
I sort of abandoned the "advanced ammo" idea because, frankly, it made little difference to have a bit of stun damage. Either the lethal damage is enough, then the target dies any ways, or the combined damage isn't so the target is still standing up but the 2nd shot will likely kill them. I'd have to crank up the stun % higher than I feel comfortable with. But more importantly, I'm not sure people are even interested in that kind of behavior (it also makes normal things used for stunning less interesting except for VIP captures, which I like but others may not) and I don't want to spend too much time working on something that nobody is interested in except me. If I do that, I might as well work on the XAE.
All that to say, if you're interested, I don't really have a mod project at the moment, so I could make you a "how to handle guns in XCF" proposal that works along the lines of the above.
Well, once you switch to OXCE+ v3.5, you'll have access to the flag that lets you determine if items are destroyed when researched, no? That would enable:
- All "normal human tech" in ufopaedia at the beginning. Never need to be researched, can be used as soon as acquired. Buying weapon and ammo depends on contacts or promotions.
- All "advanced human tech" like light cannons, blackops stuff, etc. is hidden at the beginning. Can be researched but item is kept. Use requires research for computer assisted ones, not for simpler "press the trigger and it shoots" ones. Buying weapon and ammo depends on the weapon research + proper contact + proper promotion. So you need to know the weapon, where to buy it, and get the permission from your superiors to use them.
- Alien weapons need to be researched (maybe with previous projects gating that research since you can't understand plasma rifles before knowing what Elerium is, or maybe you don't care what the clip is made of and just want to shoot it, so it's fine if you know nothing about elerium). Research destroys the weapon but enables use. Later research (ex.: Plasma weapons assembly?) enable you to build them.
This way you never have the "lol why did I have to research AK-47 or axes?!" since they are never up for research. Contacts and promotions become immediately valuable because they make new weapons (and their ufopaedia) available. For advanced weapons it follows a sensible arc: Find fancy unknown rifle, look at it and discover the manufacturer, track the manufacturer (contact) to be able to buy it from them (and since they're shady exclusive people, you need to say: "I want a gun like this one that I know you make", not just "Yo man, I want some nifty shooty stuff" because then they'd just kick you out/hang up on you) and also you need to have clearance to use the weapon. Finally alien weapons you need to break apart and study to be able to reproduce them, and even then that first weapon you took apart remains in parts for reference during assembly of copies (hence the first research project destroys the item).
Although I very much value your contributions to Piratez because Piratez is an awesome mod. You created something new and awesome with this mod and I definitely encourage you to keep at it.
I haven't looked more into the dogs issue because.. well they work on my end and I gave you all I had so I don't understand that just reusing my stuff it doesn't work for you. So I don't know what to do to help you more with that. (and the rank/picture thing.. I think was/is an exe problem?)
I sort of abandoned the "advanced ammo" idea because, frankly, it made little difference to have a bit of stun damage. Either the lethal damage is enough, then the target dies any ways, or the combined damage isn't so the target is still standing up but the 2nd shot will likely kill them. I'd have to crank up the stun % higher than I feel comfortable with. But more importantly, I'm not sure people are even interested in that kind of behavior (it also makes normal things used for stunning less interesting except for VIP captures, which I like but others may not) and I don't want to spend too much time working on something that nobody is interested in except me. If I do that, I might as well work on the XAE.
All that to say, if you're interested, I don't really have a mod project at the moment, so I could make you a "how to handle guns in XCF" proposal that works along the lines of the above.