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Messages - Meridian

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7111
OXCE Suggestions DONE / Re: Active camouflage and predator vision ;-)
« on: August 20, 2016, 11:05:07 am »
Fire should block thermal vision... but maybe it's just too much work.

Can be done (easily), but 1 hour after I do it, somebody will mod a "Smoke&Fire Grenade" and we're back at the beginning.

7112
I think that shouldn't be too hard to implement.

However, if we do that, we need also those X-Com crash sites...

7113
OXCE Wishlists / Re: Solar's wishlist
« on: August 20, 2016, 10:42:14 am »
Make them 'livingAliens' & need special 'containment' type, then add a facility that is just that.

Ah ok, I thought you were talking about the proposed extra storage types.

7114
OXCE Suggestions DONE / Re: Active camouflage and predator vision ;-)
« on: August 20, 2016, 10:39:26 am »
"Sir, there's a fire blob moving erratically in the distance, should I check it out?"

"No, just let 'em burn."

"You're evil!"

PS: target on fire is always checked against day visibility rules (even during the night). I'll see what I can do about camo.

7115
OXCE Suggestions DONE / Re: Active camouflage and predator vision ;-)
« on: August 20, 2016, 10:22:38 am »
Good point.
"Everybody can see you if you are on fire."

Or maybe they just see the fire, not you? :)

7116
OXCE Wishlists / Re: Solar's wishlist
« on: August 20, 2016, 10:17:27 am »
Hmm... I could use that to limit the numbers of slaves and/or HWPs by requiring them to be housed in special buildings, not sure if the mod really needs it tho...

How would you do that?
Slaves take negative space, so can't really reach any upper limit.

7117
XPiratez / Re: Suggestions on how to improve the mod
« on: August 20, 2016, 10:15:44 am »
1. Is it per engagement? Then sounds good. Maybe there should be also something for the gals hanging out in the spy zeppelin for weeks. Something similar as "dojo mechanic" but weaker.

Oh no, per downed UFO (and if multiple craft engage it, only the one which does the final hit would count).

7118
XPiratez / Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« on: August 20, 2016, 10:04:31 am »
It'll be integrated anyway.

I had feedback on my videos that -10 storage space is too much. -5 was proposed instead. Feel free to rebalance as you see fit.

PS: my goal was -100/month in average (assuming full globe coverage)

7119
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: August 20, 2016, 09:59:47 am »
A quick request: When sorting, it sorts with the highest stat at the bottom. That works well if you want rookies out first and vets out last, but in Piratez I like to have high reactions out first (the reaction balance in Piratez favors the gals and you can actually step out without getting reaction shots with good gals).

How about:
1. click = sort ASC
2. shift+click = sort DESC
3. ctrl+click = don't sort, just show the stats... I use this one a lot lately

So, pardon my ignorance Meridian, but for downloading these additions do I just go to the source code and download it from there (and hopefully follow some instructions on how to integrate it into my game) or am I missing something?

No pardon needed, I'm always happy when someone new shows interest.

Can I ask two questions first, so that I don't have to write a really long answer?

1. are you using windows or linux? or something else?

2. what do you want to play with OXCE+?
a/ x-piratez
b/ x-com files
c/ vanilla xcom (with a few small mods)
d/ vanilla tftd
e/ a bigger vanilla-based mod (e.g. Hardmode, Area 51, XOps's mod, robin's mod, ...)

7120
XPiratez / Re: Translation – Czech 0.99A.1 (79%)
« on: August 20, 2016, 09:49:21 am »
Where can I find stringIDs of hit box strings? (ctrl+H after fire; see the image)

That cannot be translated at the moment.
(Reason is 60% technical, 40% laziness).

7121
XPiratez / Re: Balance of bows and bullets
« on: August 20, 2016, 09:45:16 am »
Don't feel too discouraged. Your fixes are great. Most people just don't have the engine mechanics knowledge to notice the problems even exist. I mean I don't think even Meridian fully realized the issue till he made the hit log feature.

Hit log was created, because I noticed the issue, not the other way around :)

In your recent updates, there have been a couple of other similar cases. For example, in the most recent build I'm getting compiler error:
Code: [Select]
\OpenXcom\src\Savegame\Soldier.cpp:608:15: error: 'ceil' is not a member of 'std'
which again is fixed by including <cmath>. (It also happened with the previous version, but I can't remember which source file has the problem.)

OK, just post them here, I'll fix it.

In any case, thanks for including the parabolic collision fix in your version. It's good to see my work actually get used. I was happy to contribute, but it's a bit disheartening for me when I put a bit of work into something, only to have it ignored. There seems to be no interest in the arcing shot fix, or my line-of-fire fix on the development forum, and so I'm not inclined to try to fix anything else in the base game.

I'm pleased that the arcing collision fix is now in xpiratez; and I guess I'll just continue to recompile my own .exe with my line-of-fire fix for each version. (At least that change doesn't affect the balance of the game!)

Last time I checked, the line-of-fire patch was not finished... is it finished and tested now? And if yes, where can I find the latest version? Also, could you add a few words what has been changed and why?

It's good to see my work actually get used.

I know exactly what you mean.

7122
OXCE Wishlists / Re: Solar's wishlist
« on: August 20, 2016, 09:38:49 am »
Selective storage is interesting. If used sparingly for like say needing slave housing or fridge for perishable food.  To much storage micro would suck. Already kinda run close to what I find tolerable once the world is covered.

Oh god no, please!
With 5 different prison types and 10 different storage types, there won't be a place left to build anything else.

My tolerance level is one type of prison with 20+ capacity and 1 type of storage.

Only thing now we are lacking is custom storage types for not "live" items :>
Like special container for uranium or elerium.

[ps] because of that I think better would be name this property as "storageType" but this depend if you want do that.

As it happens, items can take space both in alien containment and in stores at the same time... so (if it would ever get implemented), we would still need two attributes to be backwards-compatible.

7123
XPiratez / Re: Suggestions on how to improve the mod
« on: August 20, 2016, 09:28:44 am »
Suggestions:
- Pilots should get a little bit of stat training for air fights and surveillance.
- In air combat there should be some feedback how strongly damaged the enemy craft is. Not an exact number, but something like "lightly damaged" or "heavily damaged".

1. I'd suggest 10% chance for +10 bravery for pilot crew of size = 1; and 5% chance (per pilot) for +10 bravery for pilot crew of size > 1. Or 40% chance (per pilot) for +1 bravery.

2. I'd think that is really hard to estimate even in real life... on one hand a craft can be fatally damaged with a single burnt cable under a cockpit, on the other hand you can sometimes safely land with two engines (out of 4) in flames

7124
OXCE Wishlists / Re: Solar's wishlist
« on: August 19, 2016, 11:41:23 pm »
And here it is... the stupidest-est feature I've ever implemented!
(At least I was not bored while traveling.)

Anyway, facilities can now have "prisonType".
0 is default and is reserved for alien containment... only these facilities will show up in "Alien Containment" bar in Base Info GUI.
1, 2, 3, 4, 5, ... can be used for all your pervert needs.

Code: [Select]
facilities:
  - type: STR_ALIEN_CONTAINMENT
    aliens: 15
    prisonType: 0 # default
  - type: STR_PRISON
    aliens: 30
    prisonType: 1
  - type: STR_ANIMAL_CAGES
    aliens: 100
    prisonType: 2
  - type: STR_HAREM
    aliens: 10
    prisonType: 3

Items also have "prisonType".
0 is default.

Code: [Select]
items:
  - type: STR_CHRYSSALID_TERRORIST
    liveAlien: true
    prisonType: 0 # default
  - type: STR_GUILD_NAVIGATOR
    liveAlien: true
    prisonType: 1
  - type: STR_BLOOD_DOG_TERRORIST
    liveAlien: true
    prisonType: 2
  - type: STR_MAGICAL_GIRL
    liveAlien: true
    prisonType: 3

Translations (the ones without a suffix are for prisonType = 0):

Quote
# 0 = alien containment
# 1 = prison
# 2 = animal cages
# 3 = harem

#Debriefing
      STR_CONTAINMENT_EXCEEDED: "ALIEN CONTAINMENT LIMITS EXCEEDED!{SMALLLINE}Insufficient containment space at {0}. You must remove excess aliens from containment (who will then die)."
      STR_CONTAINMENT_EXCEEDED_1: "NO MORE ROOM IN PRISON!{SMALLLINE}Ran out of cells in {0}. We must throw excess prisoners out!"
      STR_CONTAINMENT_EXCEEDED_2: "NO MORE SPACE IN THE CAGES!{SMALLLINE}If you don't tidy up in {0}, the animals will start killing each other!"
      STR_CONTAINMENT_EXCEEDED_3: "HAREM IS FULL!{SMALLLINE}Not enough space at {0}. What are you waiting for?"

#Transfer
      STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NO ALIEN CONTAINMENT FOR TRANSFER!{SMALLLINE}Live aliens need an alien containment facility in order to survive."
      STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_1: "THIS IS MADNESS!{SMALLLINE}There are no prison cells at that hideout, Cap'n!"
      STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_2: "HOLD YOUR HORSES!{SMALLLINE}There are no animal cages there..."
      STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_3: "WHAT?!{SMALLLINE}My virgins are going nowhere!"

#No Containment
      STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alien dies as there is no alien containment facility"
      STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY_1: "No free prison cells. Hostages were looted and kicked out!"
      STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY_2: "There's no animal cages, we have let them free"
      STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY_3: "The virgins have been deflowered prematurely"

#Manage Containment
      STR_REMOVE_SELECTED: "Remove Selected"
      STR_REMOVE_SELECTED_1: "Ransom!"
      STR_REMOVE_SELECTED_2: "Put to sleep"
      STR_REMOVE_SELECTED_3: "Not a virgin? Sell at slave market!"

      STR_MANAGE_CONTAINMENT: "Manage Alien Containment"
      STR_MANAGE_CONTAINMENT_1: "Manage Prison"
      STR_MANAGE_CONTAINMENT_2: "Manage Animal Cages"
      STR_MANAGE_CONTAINMENT_3: "Manage Harem"

      STR_ALIEN: "Alien"
      STR_ALIEN_1: "Hostage"
      STR_ALIEN_2: "Animal"
      STR_ALIEN_3: "Virgin"

      STR_LIVE_ALIENS: "Live{NEWLINE}Specimens"
      STR_LIVE_ALIENS_1: "Keep"
      STR_LIVE_ALIENS_2: "How{NEWLINE}cute!"
      STR_LIVE_ALIENS_3: "Keep{NEWLINE}for later"

      STR_DEAD_ALIENS: "Rejected{NEWLINE}Specimens"
      STR_DEAD_ALIENS_1: "Ransom"
      STR_DEAD_ALIENS_2: "Ugh,{NEWLINE}ugly!"
      STR_DEAD_ALIENS_3: "Deflower{NEWLINE}now!"

      STR_UNDER_INTERROGATION: "Being{NEWLINE}Studied"
      STR_UNDER_INTERROGATION_1: "Being{NEWLINE}interrogated"
      STR_UNDER_INTERROGATION_2: "In Lab"
      STR_UNDER_INTERROGATION_3: "Being{NEWLINE}deflowered"

7125
OXCE Wishlists / Re: Solar's wishlist
« on: August 19, 2016, 11:40:03 pm »
Ugh, yeah, I never knew there was such a flag. :P

Even without a flag, 2x2 units can't be zombified.

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