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Messages - Meridian

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7126
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

7127
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"

7128
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.

7129
OXCE Suggestions DONE / Re: Multiple inventory templates
« on: August 19, 2016, 09:44:23 pm »
Just for future reference, absolutely all forks in all repositories in all versions support linux.

7130
OXCE Suggestions Archive / Re: Ufopedia extensions / ruleset visualizer
« on: August 19, 2016, 07:30:32 pm »
Would it be possible to have it output to a text file?  I feel like this would be a useful tool for editing the wiki.

Yes, but you would be able to export only a few columns at a time... nothing as comprehensive as on the wiki... there's only so much space on 320x200 screen :)

7131
Suggestions / Re: Sorting items on soldier's inventory screen
« on: August 19, 2016, 07:28:49 pm »
Also, looking at other threads... I wouldn't be able to implement this in OpenXcom 1.0/nightly... I don't have access there.
I could do it only for OXCE/OXCE+ forks.

7132
XPiratez / Re: [MAIN] XPiratez - 0.99B - 18 Aug - Sky's The Limit
« on: August 19, 2016, 07:23:45 pm »
Just leave it be Dioxine, 95% of this guy's posts are not worth your/our/anyone's time.

He just figured out that a smoke-protection armor doesn't need mouth/nose mask... if that is not an umpteenth proof (within a few weeks), I don't know what is.

7133
OXCE Wishlists / Re: Solar's wishlist
« on: August 19, 2016, 04:41:42 pm »
No, you've made a good choice. fearImmune is something different than effective fear immunity, given by 110+ Bravery, right?

Q1.
Ehm, so I was wrong... fearImmune does get pre-set for 2x2 units to "true".
Just like bleedImmune, painImmune and zombiImmune. But you can easily override it...

Also, fearImmune is a separate boolean attribute, not affected by Bravery. It was introduced by Yankes and if a unit has it set to true, their morale doesn't drop, ever, regardless of bravery.

Now, I have also used it to grant immunity to psi vision... since it wasn't used in piratez... but if you want a separate flag, no problem to do it.

Q2.
Unit A is looking at unit B.
1. If A and B are same faction, A can see B.
2. Otherwise, if distance between A and B is more than max possible distance (in piratez 40), A cannot see B.
3. Otherwise, if distance between A and B is less or equal to psiVision of A; and B is not fearImmune, A can see B.
4. Otherwise, if it's dark and max visibility of A (based on visibilityAtDark of A, activeCamouflage of B and predatorVision of A) is less than distance between A and B, A cannot see B
5. Otherwise, if it's day (=not dark) and max visibility of A (based on visibilityAtDay of A, activeCamouflage of B and predatorVision of A) is less than distance between A and B, A cannot see B
6. Otherwise, if there is no LoS between A and B, A cannot see B
7. Otherwise, if there is too much smoke between A and B (based on heatVision), A cannot see B
8. Otherwise, A sees B.

Hope I didn't make a mistake there :)
Ask if something looks suspicious.

PS: distances are calculated without considering Z axis

7134
OXCE Wishlists / Re: Solar's wishlist
« on: August 19, 2016, 03:04:20 pm »
Q1. Is fearImmune an innate ability of 2x2 units? (I know I can impart/take away this ability with Yankes' commands).
Q2. Does PsiVision in any way interact with normal vision, predator vision, night vision, active camo? (I assume not).

Q1: no, that's bleedImmune... I specifically took the one, which didn't have hidden defaults... or would you prefer bleedImmune? deleted, I was wrong

Q2: I need to get out of the train soon... I'll respond later :)

7135
OXCE Wishlists / Re: Solar's wishlist
« on: August 19, 2016, 02:39:17 pm »
Does it mean that fearImmune: true makes a unit invisible to psi vision?

Yes.
I didn't want to introduce "psiImmune" since "fearImmune" sounds psi-ish enough, mechanical units don't feel fear and the attribute is not used by anyone yet.

7136
OXCE Wishlists / Re: Solar's wishlist
« on: August 19, 2016, 02:19:26 pm »
[DONE] Alternate vision modes

The current method of spotting, by sight, doesn’t have to be the only one.

Psionic Sense: Used by certain alien races (some of them only use this vision mode, like Celatids). Has a separate, definable radius (generally much smaller than normal vision). Works through walls and such. Does not pick up mechanical units, or units which are defined not to show up on the psi vision. Does not reveal terrain.
Noise: Each unit has a noise level, defined by armour (can be dependent on stats). Each unit also has hearing ability, also defined by armour (and possibly dependent on stats). The higher the noise level, the better the hearing and the shorter the distance, the easier it is to pinpoint an enemy unit’s location. When spotted, a noise marker is placed within, say, 6 tiles of the actual unit, so the unit’s position is only approximately shown. [This entire system is stolen from UNIMOD for UFO: Extraterrestrials.]

Psi Vision

Code: [Select]
  - type: STR_PSI_VISION_ARMOR
    psiVision: 12 # sees everybody through everything at max 12 tiles
  - type: STR_PSI_VISION_IMMUNE_ARMOR
    fearImmune: true

Noise Vision

How about just use motion scanner... it detects movement, which produces noise.

Heat Vision

Code: [Select]
  - type: STR_HEAT_VISION_ARMOR
    heatVision: 60 # 60% of smoke is ignored

7137
OXCE Suggestions DONE / Re: Active camouflage and predator vision ;-)
« on: August 19, 2016, 12:36:04 pm »
Fired up  practice battles for some tests. And 5 is actually decent on one aspect, it keeps things sane in regards to z levels.

Btw. Z levels are ignored for all such calculations.

7138
Suggestions / Re: Sorting items on soldier's inventory screen
« on: August 19, 2016, 11:50:27 am »
I have no idea, how does the game put items on the floor in the inventory screen...

It's processing them in the (for player random) order they have been put into inventory.
Then it's calculating the topmost leftmost slot they still fit in.

...but it is really uncomfortable. It will be good, if the items are sorted by their listOrder value. It means, PISTOL should be placed first, PISTOL clip should be second and nearby the PISTOL, RIFLE and RIFLE CLIP are next... etc.

That would also mean there will be a lot of holes (empty slots) since the items will not occupy all available space.

Can someone correct it?

I like it the way it is.

EDIT: btw. I have implemented a quick search function... searching for something should be a matter of one, maybe two seconds

7139
OXCE Wishlists / Re: Solar's wishlist
« on: August 19, 2016, 10:42:31 am »
Exclusion of soldier types from promotions is now possible:

Code: [Select]
  - type: STR_SOLDIER_S
    allowPromotion: false

Technically, these guys are rookies.
Instead of rookie, description STR_RANK_NONE is used everywhere.
For promotion mechanics, these soldiers don't exist... i.e. cannot be promoted and also don't count into number of soldiers when determining promotions eligibility.

Translations:

Code: [Select]
      STR_RANK_NONE: "-"

Should these unfortunates receive commendations or not?

7140
OXCE Suggestions DONE / Re: Multiple inventory templates
« on: August 19, 2016, 09:13:35 am »
O no... thx.
Anyway, I do not see the difference in the documentation:
https://www.ufopaedia.org/index.php/Ruleset_Reference_(OpenXcom)#Inventory_Sections
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Inventory_Sections

I didnt put any of my changes on the wiki as they are not part of vanilla openxcom, yet.

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