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Topics - Meridian

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136
Released Mods / Double-posting discussion
« on: December 17, 2016, 12:29:36 am »
So, what exactly are the rules about posting multiple posts and merging?

I can't find anything...

Also, the above article would look MUCH better split into multiple parts... why merge?

PS: it's 21st century already... who the f*ck is still bothered by multiple posts? (unless they are less than 5 words short)

137
OXCE Suggestions DONE / [Obsolete] OXCE+ missing strings
« on: December 13, 2016, 12:41:06 pm »
Here's the missing strings you've been asking for so many times.

Please report if anything is still missing.

EDIT: updated to v1.1 (compatible with OXCE+ 3.6, 2017-01-29)

EDIT: since OXCE+ 3.9a 2017-08-16 this mod is not needed anymore... no more missing translations

138
OXCE Suggestions DONE / [Documentation] Surrender mode and Bug-Hunt mode
« on: October 23, 2016, 10:24:22 pm »
So, seeing some more unbearable bug-hunt pain on certain stream, I've decided to give surrender mechanic a try.
I know it's highly arguable, but let's at least try, maybe something comes out of it... and if not, well, we tried.

So basic idea is that once the surrender-condition applies, all your units will get X psi vision (e.g. X=20) until the end of the battle.
I don't want to auto-end battle, last enemies can be the most dangerous ones, I just want to spend (a lot) less time searching for them.

Basic (global, configurable) attributes for surrender are:
1. max number of enemies that can surrender (e.g. 2)
2. min turn for surrendering (e.g. 20)

If those two are not met, nothing else is checked.

3. enemies which cannot surrender (e.g. VIPs, mercs, star gods?)

If any of these remain, surrender doesn't happen. No more checks.

Then, we introduce a few rules (if any of them applies, surrender):
Rule A: if no enemy has a weapon anymore (i.e. both hands are empty), surrender
Rule B: if average morale of all remaining enemies is below Y (e.g. Y=40), surrender
Rule C: if no enemy moved at least Z tiles (e.g. Z=20) in the last Q turns (e.g. Q=3), surrender -- distance moved per turn is measured at the beginning and the end of their turn (i.e. running in circles in the toilet is no distance).

Checks would be done at the beginning of each player's turn.
Once surrendered, a special avatar (e.g. angry glowing-eyes monster :P) would be displayed instead of usual avatar... to indicate to the player, that surrender mode was activated.

Feedback is welcome... but please try to keep it simple, only if there is something really wrong with my algorithm or if I have missed some super-important rule.

139
Ufopedia articles, which have only a single picture on them could use a custom palette and take it directly from the picture.

See: https://github.com/MeridianOXC/OpenXcom/commit/fd90251f960da7b6b4b05780776d2be13e734770

There is no new ruleset, just a naming convention.
Images defined with "_CPAL" suffix will retain their original palette (other images are stripped of their original palette by OpenXcom).

Color of text, cursor and buttons in ufopedia is hardcoded, so there are only a few indexes that need to remain in a custom palette.
Here's the overview.
Also note that color index 0 is reserved in all palettes (for transparency).

Relevant article types:

| | Palette| Buttons| Text| Cursor|
| 1 Craft| PAL_UFOPAEDIA| 240-244| 240-249| 252-255|
| 2 Craft weapon| PAL_BATTLEPEDIA| 17-21| 240-249| 144-147|
| 7 Image+Text| PAL_UFOPAEDIA| 84-88| 240-249| 252-255|
| 3 Vehicles| PAL_UFOPAEDIA| 81-84| 240-249| 252-255| added in August 2017
| 5 Armor| PAL_BATTLEPEDIA| 16-20| 240-249| 144-147| added in November 2020
| 10-17 TFTD| | | | | added in November 2020

Reserved colors for TFTD-style articles in xcom2 mods:

Code: [Select]
0           # transparent
3-7         # buttons
42-45       # cursor
55-59       # ammo (item articles only)
245-249     # text

Reserved colors for TFTD-style articles in xcom1 mods:
(if custom palettes are used, the background picture and the INFO button background will NOT be rendered, you need to integrate them into your custom palette image)

Code: [Select]
0                # transparent

33-37            # ammo (items)

134-138          # some buttons (ufos)
145-149          # some buttons (craft weapon, vehicle, item, armor)
209-213          # some buttons (facility)
240-244          # some buttons (image, craft)

134-143          # text (ufos)
209-213, 219-223 # text (facility)
240-249          # text (other)

144-147          # cursor (craft weapon, vehicle, item, armor)
252-255          # cursor (other)

Reserved colors for TFTD-style articles in mods that have changed their interface.rul file... check your interface.rul file.

Not relevant article types (just for future reference):

| | Palette| Buttons| Text| Cursor|
| 4 Items| PAL_BATTLEPEDIA| 145-149| 33-37, 240-249| 144-147|
| 6 Facilities| PAL_BASESCAPE| 65-69| 209-213, 219-223| 252-255|
| 8 Text| PAL_UFOPAEDIA| 81-84| 240-249| 252-255|
| 9 UFOs| PAL_GEOSCAPE| 134-138| 134-138| 252-255|

PS: all 6 original palettes are attached. Please be aware of the difference between PAL_BATTLESCAPE and PAL_BATTLEPEDIA.

140
XPiratez / Heat vision formulas and statistics
« on: September 15, 2016, 12:42:50 pm »
Continuation of discussion on YouTube...

Quote
1. There is a big difference between even 90% and 100% (max value I used is 80%, by the way). Only a Sith deals in absolutes.

In practical terms there is no difference between 90% and 100%.
Can you give me an example of a scenario so that we can run the numbers on it?

Quote
2. Not really triple, since half is usually more than enough (smoke gren dropped under your feet gives 360 protection). So actually double should insulate fully against up to ~70% ThV.

In theory, ideal non-overlapping double smoke cloud from standard smoke grenade protects against approx. 85-97% ThV, depending on distance between units.

But that is extremely theoretical!
Any of the following decreases the protection significantly:
a/ enemy moving towards you (inside the smoke)
b/ enemy flanking you (around the smoke) -- this makes the most difference
c/ each turn decreases smoke density

EDIT: I removed the numbers, since they depends heavily on distance to target. But the decrease in protection can be anywhere between 0 and two thirds.

Quote
3. The world is full of psychos, and there are weapons to smoke up whole map; also player has their own ThV so can play this to their advantage.

Fair enough, I haven't seen such weapons yet.
But psychos will always find a way.
Point I am trying to make is that smoke should give some protection and/or advantage to you too... but if you say that player has their own ThV too, maybe it's already balanced... I haven't looked which armor has ThV and how much.
Majority of players are not like hellrazor (I think), in my opinion the balance should be for an average player, not for the cheesiest of the cheesiest.

Quote
4. Only few enemy factions have more than 60% ThV. Most enemies have either 0 or 40-60. They're usually mixed. So smoke does help but you gotta use hard cover too.

I still think 60% is too much (unless the player has easy-ish access to powerful-ish ThV too of course).

Already 20% gives them the ability to completely negate "mutual surprise", which is the biggest factor (in my opinion).
40% gives them a window to spend their full TUs on reaction fire before you even spot them (in most common cases).

Linked is a Google Docs sheet, which you can use to calculate the effectiveness of ThV.
It works well for turn zero and non-overlapping smoke clouds.
With overlapping smoke clouds, margin for error should be around 10% (normal 10%, not flat).
With passing turns, margin for error should be also around 10% (not flat) until 6 turns or so, then it becomes bigger (I didn't test how much exactly).

PS: for others a table to have a rough idea how much ThV guarantees to see through smoke walls with different thickness under perfect conditions:

Note: numbers differ significantly with total distance to target, this example is with 14 tiles between units

3-4 tiles: heat vision 0%
5 tiles: heat vision 19%
6 tiles: heat vision 33%
7 tiles: heat vision 42%
8 tiles: heat vision 50%
9 tiles: heat vision 55%
10 tiles: heat vision 60%

Please note that these percentages guarantee visibility even under perfect conditions.
Under imperfect (i.e. normal) conditions, these numbers drop significantly as described above.

141
XPiratez / Redundant/unreachable research topics (0.99C)
« on: September 09, 2016, 06:58:33 pm »
I am doing a feature (in tech tree) which shows you your current overall research progress, nothing fancy, just a percentage.

But after researching everything, it shows me only 70% progress.
30% seems to be unreachable.

@Dioxine: Can we please fix items, which are bugged and remove items which are not needed?

Category 1: piratez stuff, which cannot be obtained, captured alive or just doesn't exist at all

Quote
  - CYBERDISC_ARMOR_2
  - SECTOPOD_ARMOR_2
  - STR_UNARMORED_HUMAN
  - STR_SAKURA_STAFF_BLUEPRINTS
  - STR_SAKURA_STAFF
  - STR_IMPALER_BLUEPRINTS
  - STR_IMPALER
  - STR_MEGA_CANNON
  - STR_MEGA_LASER
  - STR_MEGA_FLAMER
  - STR_RPG_ADV
  - STR_SR_RIFLE
  - STR_SOL_DEMO_CHARGE
  - STR_SECTOPOD_TERRORIST
  - STR_XTANK_CANNON_TERRORIST
  - STR_WASPITE                                   #depends on below
  - STR_WASPITE_SOLDIER                   #probably doable

Category 2: Xcom stuff (just review and copy&paste...)

Quote
  - delete: STR_HEAVY_PLASMA
  - delete: STR_HEAVY_PLASMA_CLIP
  - delete: STR_PLASMA_RIFLE
  - delete: STR_PLASMA_RIFLE_CLIP
  - delete: STR_PLASMA_PISTOL
  - delete: STR_PLASMA_PISTOL_CLIP
  - delete: STR_BLASTER_LAUNCHER
  - delete: STR_BLASTER_BOMB
  - delete: STR_SMALL_LAUNCHER
  - delete: STR_STUN_BOMB
  - delete: STR_ALIEN_GRENADE
  - delete: STR_ZOMBIE_CORPSE
  - delete: STR_SNAKEMAN_CORPSE
  - delete: STR_FLOATER_CORPSE
  - delete: STR_SNAKEMAN_COMMANDER
  - delete: STR_SNAKEMAN_LEADER
  - delete: STR_SNAKEMAN_ENGINEER
  - delete: STR_SNAKEMAN_NAVIGATOR
  - delete: STR_SNAKEMAN_SOLDIER
  - delete: STR_SNAKEMAN_MEDIC
  - delete: STR_ETHEREAL_MEDIC
  - delete: STR_ETHEREAL_ENGINEER
  - delete: STR_ETHEREAL_NAVIGATOR
  - delete: STR_MUTON_LEADER
  - delete: STR_MUTON_MEDIC
  - delete: STR_FLOATER_COMMANDER
  - delete: STR_FLOATER_LEADER
  - delete: STR_FLOATER_ENGINEER
  - delete: STR_FLOATER_MEDIC
  - delete: STR_FLOATER_NAVIGATOR
  - delete: STR_FLOATER_SOLDIER
  - delete: STR_PLASMA_CANNON_DEP1
  - delete: STR_PLASMA_CANNON_DEP2
  - delete: STR_SNAKEMAN_AUTOPSY
  - delete: STR_FLOATER_AUTOPSY
  - delete: STR_CELATID_AUTOPSY
  - delete: STR_SILACOID_AUTOPSY
  - delete: STR_CHRYSSALID_AUTOPSY
  - delete: STR_REAPER_AUTOPSY
  - delete: STR_SECTOPOD_AUTOPSY
  - delete: STR_SECTOPOD
  - delete: STR_CYBERDISC

142
XPiratez / Bughunt
« on: August 22, 2016, 04:33:51 pm »
Quote
Starving Poet 1 hour ago (edited)
It would be great if after turn 30 and aliens == 1, we could get knowledge of its position - something like "satellite/awacs is in position"  You could even tech-gate it so it makes sense lore-wise.

Would anyone be interested in this?
If yes, add your ideas how should it work in your opinion...

143
XPiratez / Remotely detonate proxy grenades
« on: August 21, 2016, 12:58:10 pm »
I always wanted to be able to remotely detonate those stupid proxy grenades blocking the only entrance into the UFO.
Am I the only one?

How about a hotkey (e.g. Ctrl+R) to remotely detonate all primed proxy grenades belonging to xcom, which are not in soldiers' inventory and have spent at least one turn on the ground?

Possible options (and why I don't want them):
1. ignore time spent on the ground... would make them into instant grenades
2. don't ignore soldier's inventory... I hate you, but not that much
3. detonate also not primed... craft inventory would blow up
4. detonate selected, not all... too good
5. select (by modder) which types of proxies support this... meh, maybe, with a good reason (Note: remote detonation is certainly an inferior tech to motion detection/proximity sensor, isn't it?)
6. support this also on normal grenades, not only proxies... only with a very good reason

What do you think?

I think it would bring life back to underused proxies...

144
I will be implementing a built-in UFOpedia extension, which should:
1. display various statistics for a player (only for already researched/unlocked stuff)
2. summarize/query rulesets for modders (in debug mode, shows all stuff)

You can imagine it as a table, which shows various objects (craft, weapons, armors, aliens, ...); one per row.
It can also show views (i.e. more complex queries) like for example "All weapons capable of inflicting stun".
The first table column will display the name of the object and all other columns will be dynamic, i.e. you will be able to select a bunch of object attributes you are interested in. Sorting will be available too. Maybe also filtering/searching.

Example:
a/ you select a view "Show all craft"
b/ and select dynamic columns, for example "crew size", "hwp count", "pilots required" and "rent cost"

...and a table will be rendered with this data.

Now the question to both players and modders: which objects/views would you be interested in the most?

145
OXCE Wishlists / Solar's wishlist
« on: August 12, 2016, 12:42:34 pm »
Just putting this into separate thread, so that I can report on progress and ask questions without polluting other threads...

I sat down with Dioxine and we have compiled a list of features that we would like to see implemented the most. It is here:

https://docs.google.com/document/d/1pUZBoVKeZmfXUwIm4-FDRLx_fIISGFrp1131DLfyO40/edit?usp=sharing

Each feature contains a brief description of how it should work.

Many of these are old and already mentioned in places. Also, some of them are more sensible/easy than others. But all of them are there for a specific, practical reason, ie. there are actual plans for their use (in Piratez and X-Com Files).

Hopefully this will be of some use.

146
Hi,

made for the alpha chryssalid idea, https://openxcom.org/forum/index.php/topic,4788.0.html (totally not a randomfuck), but maybe useful for others as well.
Maybe alternative invisibility mechanics for Catgirls?

You can now define attribute "activeCamouflage" on enemy armor, which will make them less visible.
Examples:

Positive numbers:
"activeCamouflage: 7" makes the enemy visible from distance of 7 tiles or less.

Negative numbers:
"activeCamouflage: -10" makes the enemy visible from distance, which is 10 tiles less than usual (for given time of day and given attacker's armor)

There is also a mechanic to counter this effect.
You can define an attribute "predatorVision" on friendly armor, which will make camouflaged enemies more visible.

Example:
"activeCamouflage: -5" and "predatorVision: 5" will cancel each other.

Active camouflage cannot decrease the visibility below 1 tile and predator vision cannot increase the visibility beyond normal range (it is only supposed to counter the camouflage effect).

M.

PS: activeCamouflage doesn't work on units under Xcom control (incl. mind-controlled enemies)... I don't want people to cripple AI even more... enemies and neutrals have unimpaired vision.

EDIT: Since 2016-11-05

"activeCamouflage" is replaced by "camouflageAtDay" and "camouflageAtDark"
"predatorVision" is replaced by "antiCamouflageAtDay" and"antiCamouflageAtDark"

the AtDay and AtDark variants are applied together with "visibilityAtDay" and "visibilityAtDark" respectively

147
XPiratez / Voodoo buff ideas
« on: August 01, 2016, 01:15:05 pm »
Hi all,

my todo list is not very long at the moment, so I was thinking about more possible areas of improvement in the mid future.

And improving (=buffing, not nerfing!) voodoo (alien psi) seems like a good idea after a fruitful discussion I had in the last two days in another thread. Dioxine has already shown us a pretty powerful combination of voodoo+stealth on Star Gods, which is quite effective, but a bit extreme and only suitable for the strongest opponents.

I'd like to improve psi capabilities of lower level enemies (e.g. Esper/Provost/Reticulan Elder/etc.) by:
1. either combining it with another (possibly new) feature to increase its effectiveness
2. or adding a new facet to voodoo mechanic itself
3. ... or even changing alien AI (to a reasonable degree)

I have a vague idea, what end effect I want to achieve, but can't think of any existing mechanic that would help right now. I'll keep thinking tho.

Feel free to post any ideas... even for improving the AI itself (I said I don't want to touch that because of spoilers... but in this case I'll make an exception).

M.

148
Something to help you decide what to keep and what to sell.

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_NO_DEPENDENCIES: "No dependencies."
      STR_DIRECT_DEPENDENCIES: "Direct dependencies"
      STR_LEVEL_2_DEPENDENCIES: "Level 2 dependencies"
      STR_LEVEL_3_DEPENDENCIES: "Level 3 dependencies"
      STR_LEVEL_4_DEPENDENCIES: "Level 4 dependencies"
      STR_MORE_DEPENDENCIES: "There are even deeper dependencies..."
      STR_END_OF_SEARCH: "End of search."
      STR_SHOW_ALL: "Show all"

149
OXCE Suggestions DONE / [DONE] Salary and maintenance for items
« on: July 26, 2016, 11:37:00 pm »
Hi,

I'll be adding "monthlySalary" and "monthlyMaintenance" to items soon.

For example slaves or alliance advisors could have monthly salary, and tanks could have monthly maintenance.

And I'll create a small mod as a bonus, see attached.

Meridian

150
OXCE Suggestions DONE / [DONE] Ignore UFO command
« on: July 18, 2016, 05:35:50 pm »
So, if you're sick of UFOs being detected and then re-detected 7+ times, you can hold CTRL when clicking on Cancel (Begone) button and that particular UFO will not produce another popup when re-detected again.

Will be available in the next version of OXCE+ (tomorrow evening).

PS: this info is not saved into savefile, so if you reload, the list of ignored UFOs will be empty again... this is by design

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