Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Meridian

Pages: 1 ... 461 462 [463] 464 465 ... 576
6931
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: September 16, 2016, 02:22:55 pm »
Because it's not only a matter of armour penetration as understood by X-Com, it's a matter of different damage types sensu stricto. A HP bullet behaves differently from an AP bullet. It could be approximated by giving HP bullets much more damage and a hefty armour penetration penalty, but that'd be really confusing when it comes to damage values. I just don't want to do something this hackish.

Well, then what kind of non-hackish effect do you want?

I could add 20 more damage types already today, it's a matter of few hours... but they would be fundamentally no different from any other existing damage types (i.e. you couldn't do anything brand new with them as far as I understand)... I just don't understand how adding another type helps you?

There's no difference between for example DT_AP and DT_ACID or between DT_LASER and DT_PLASMA, except for the name/translation... or is there?

Just trying to find out what you're looking for... cos I just don't quite see it yet.

6932
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: September 16, 2016, 12:56:34 pm »
You just want one ammo to penetrate armor better than the other ammo, right?
If yes, why not use one (or more) of Yankes' new damage altering parameters?

Code: [Select]
  - type: STR_SNIPER_RIFLE_CLIP
    battleType: 2
    power: 30
    damageType: 1 # DT_AP
    damageAlter:
      ArmorEffectiveness: 1.0 # armor is 100% effective
      ToArmorPre: 0.0 # no extra damage to armor
  - type: STR_SNIPER_RIFLE_CLIP_PENETRATING
    battleType: 2
    power: 30
    damageType: 1 # also DT_AP
    damageAlter:
      ArmorEffectiveness: 0.5 # armor is 50% effective
      ToArmorPre: 0.1 # destroys 10% of armor before each hit/damage calculation

6933
XPiratez / Re: Chaingun remodel and palette fail
« on: September 16, 2016, 11:08:07 am »
OK, I can do that.
Most of the work will be on your side anyway :)

First a global change only, for experimentation... and if it proves a worthy pursuit, I can add dependency on deployment too.

6934
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: September 16, 2016, 10:57:49 am »
This is exactly the problem with X-Com engine: it doesn't account for penetration. You can't have hollow point ammo, AP ammo etc. I mean you could, but it'd require separate damage types, and we only have 10 of these.

Why does this require a new damage type?

6935
XPiratez / Re: Chaingun remodel and palette fail
« on: September 16, 2016, 10:40:52 am »
How about simply allowing custom 256 pals? TFTD has different pals, yet it works.

Palettes are not hardcoded in the EXE.
They are read from data files and thus can could be modded relatively easily.
I thought it was already implemented, but it's not.
I can do it, it's quite easy, but...
... how would you use it? I mean if you change the palettes, all vanilla resources will stop working and also all modded resources will have to be recolored or completely recreated... unless you make only cosmetic changes.
Is that even feasible to think about? Or have I misunderstood something?

6936
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: September 16, 2016, 12:04:21 am »
New version is up.

2016-09-15
 + Switch for endless or one-cycle infiltrations (see below)
 + Recovered items now shown in Debriefing also for base defense missions
 + Small fix for shotgun not giving any experience (still only first bullet counts, but if it hits it will give experience every time; experience != improvement)
 + Don't show previously unlocked (and seen!) manufacturing topics in the "We can now manufacture..." window

Code: [Select]
  - type: STR_MISSION_SWAY_GOVT
    points: 0
    objective: 1
    endlessInfiltration: false # default is true; if set to false, mission will end after the first pact/base
    spawnZone: 4

This is just a simple switch to solve the immediate issue, I'll have to think more about more generic options...

Download: https://drive.google.com/open?id=0B8itkFQbhj-YY0Nzdmg3YnBIZDQ

PS: please help test the "Loot" screen in Debriefing, I had to change a lot to support also base defense missions....

6937
XPiratez / Re: Heat vision formulas and statistics
« on: September 15, 2016, 11:19:41 pm »
I think there's tons of options (in piratez):
1. use craft with closed doors
2. use craft with multiple exits
3. use parrots to draw reaction fire
4. prepare already before mission to fire immediately with almost certain kill without moving on the most dangerous enemy facing you (early: powder bomb, middle: sniper or missile, late: blaster?)
5. take off if it's really bad
6. take your chances they miss
7. mushroom beer
8. mind control
9. etc. etc.

6938
Tools / Re: does OXC has autogenerated offline ufopedia from mod content ?
« on: September 15, 2016, 11:09:52 pm »
Thanks Meridan,
I was think about inbuilt option to check stuff during game by entering ufopedia for a moment by middle click.
Tom

Yes, that is actually very easy to integrate.
It's just a few lines of code.
If DEVs show interest, I will prepare a PR.

6939
XPiratez / Re: Heat vision formulas and statistics
« on: September 15, 2016, 11:02:28 pm »
Isn't the ability to change a TPK into a clean sweep with a couple of clicks the very definition of cheesiness?

Yes, it is.
Well said.

I wouldn't say it's cheesy.  It can be all the difference between a clean sweep and having a blaster bomb flown into Skyranger turn 2. Would that be fun?

On top of Dioxine's excellent comment... the chance of blaster launcher on turn 2 in vanilla Xcom is exactly 0%.
AI is allowed to use blaster launchers (and also grenades!) only from turn 3...

6940
XPiratez / Re: Heat vision formulas and statistics
« on: September 15, 2016, 10:30:21 pm »
I'm curious: How can you make nerf smoke such that edge camping isn't efficient anymore, yet keep it useful to other circumstances (most importantly, covering disembarkation).

Good that you mention it.
"Map-edge smoke-camping" is not much of an interest to me, whoever uses it is "selber schuld" ("it's their own fault" in English I guess or something like that). Such players are either too new to the game and are just trying to survive; or too cheesy to deserve our attention. It takes a lot of time to set it up and they are basically just punishing themselves.

What I would like to see being less effective than it is right now is exactly the disembarkation cover... it should hurt. "Smoke and wait 1 turn" is definitely in the "Cheesiest Top 3" and unlike the previous cheese, it takes only seconds to set up and perform. It's so damn easy and effective that even I can't help myself and use it a lot more than I'm ready to admit. And to prevent this (especially with craft which are not on ground level) even very small levels of ThV are already enough :)


6941
Tools / Re: does OXC has autogenerated offline ufopedia from mod content ?
« on: September 15, 2016, 06:35:17 pm »
Any chance to integrate ufopedia into vanilla ?

What do you mean? Ufopedia is part of vanilla.

Btw i was rather thinking about something offline that could generate documentation like the one created for Piratez. Thanks.

My change is in-game and will be able to generate output offline.

6942
XPiratez / Re: Bugs & Crash Reports
« on: September 15, 2016, 04:51:41 pm »
Code: [Select]
      - name: AREA51BASE79
        width: 10
        length: 10
        items:
          STR_COLT45:
            - [4, 1, 0]
          STR_COLT45_CLIP:
            - [4, 1, 0]
            - [4, 1, 0]
          STR_GRENADE_FRAG:
            - [2, 14, 1]

Map block size is only 10x10, but frag grenade is on position [2, 14, 1]... in case when this block is on the edges of the map, it will crash, because it will be outside of map borders.

In this case:
- map size(60, 60, 10)
- position(2, 14, 1) + offset(10, 50, 0) = position(12, 64, 1)

6943
XPiratez / Re: Bugs & Crash Reports
« on: September 15, 2016, 02:20:48 pm »
It fails during map generation, trying to place a frag grenade... probably trying to place it outside of map boundaries.

I'll have a closer look in the evening.

6944
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.

6945
XPiratez / Re: [MAIN] XPiratez - 0.99C.1 - 10 Sep - Become an Idol!
« on: September 15, 2016, 12:25:11 pm »
Well, it's a natural thing that only people who are dissatisfied give feedback.

No, that's just not true.
If it was true, we would have only same/similar opinions about a given topic everywhere.

The normal case is 50/50, if it's a yes/no topic; or totally random if it's a multiple choice topic.
Many people regularly (daily) fight here over all sorts of topics... some think Psi is overpowered, some think Psi is underpowered. Some want to remove feature A (dissatisfied), some want to keep feature A under all circumstances (satisfied). Both groups give feedback.

PS: it's natural to give only negative feedback if you can't influence anything (e.g. bug reports to Microsoft or Google)... if there is even the slightest chance that someone will listen to you and maybe even take inspiration from you, you'll give tons of positive feedback too

Pages: 1 ... 461 462 [463] 464 465 ... 576