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Messages - Meridian

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7321
XPiratez / Re: [PirateZ] Commendations Mod 0.1
« on: July 31, 2016, 09:02:31 am »
@Meridian: tried to use it but doesn't work. If I make a Commendation Pedia entry to be STR_NOT_AVAILABLE, it stays unavailable even if it has been awarded. Clicking on such a Commendation in the Diary doesn't work either. Am I doing something wrong?

Yeah, STR_NOT_AVAILABLE will not work, I just saw it in the code and thought it might. I can't change it because it would break vanilla.

But the user option I introduced is working, right?

7322
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 30, 2016, 06:52:59 pm »
Sorry, I meant you don't have to research slaves. The research itself is necessary, but it doesn't force you to enslave people, and it's very accessible.
But yeah, I don't play nearly enough. :)

Re-opening this topic again, because it's really tearing my heart apart... looks like you need all slaves (except for witch) to win the game :(  :'(

slave gladiatrix | slave maid > luxury spa > civilization > higher studies > heavy transporter > mars attack vessel
slave | slave lasher | slave specialist | slave taskmaster > mining ship > civilization > ...


7323
Fan-Stuff / Re: Open XYZ
« on: July 29, 2016, 11:16:45 pm »
1. copyright
2. there actually are quite a few such projects
3. original xcom is one of the best games of all times (by several ratings), no wonder it gets more attention...
4. not all games have such good modding potential

7324
OXCE Suggestions DONE / Re: Salary and maintenance for items
« on: July 29, 2016, 10:50:46 pm »
Sure. My point is not to make Mercs better, but to make Mercs scalable and worth a damn for more than a brief window of the game, particularly after they get hit with a nerf that requires you pay a substantial monthly upkeep which threats their value on base defense in your production facilities.

Mercs are items... items cannot be made scalable, they don't have the capability to improve. That's a game engine fact.

You can completely redo them as new soldier type and make them scalable... but again the game would then be renamed to MercenarieZ. If you don't find them useful enough, don't use them... I have never used them either, just like dozens of other things I find weak. There's too many things in the game, they cannot all be equal, some must be weaker, some stronger.

7325
OXCE Suggestions DONE / Re: Salary and maintenance for items
« on: July 29, 2016, 10:36:07 pm »
Come on, just stop this non-sense!... if mercs were better you wouldn't use your gals, you would just use mercs.

Dioxine wants you/us to use mercs as utilities... otherwise the game would be called MercenarieZ, not PirateZ.

7326
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: July 29, 2016, 09:30:21 pm »
New version is up.

v2016-07-29
 + Fixed "not enough space in alien containment" message
 + Fixed endless loop when destroying base defense hangars (by SupSuper)
 + Option to show all or only awarded commendations in ufopedia (by default only awarded)
 + Added salaries and maintenance for "Items", more info here: https://openxcom.org/forum/index.php/topic,4774.0.html

As bonus there is a "Piratez Employment" mod:
- many low-level traders, mutants and humans can now be turned into employees, which give +10 storage space, but cost $5'000 per month
- prerequisites: Slavery, Academy, Trader's Guild, The Church, Human Citizens, Raiders
- download: https://openxcom.org/forum/index.php/topic,4774.0.html

Download: https://drive.google.com/open?id=0B8itkFQbhj-YUjZ4TE9IX2JQaVE

7327
XPiratez / Re: [PirateZ] Commendations Mod 0.1
« on: July 29, 2016, 04:05:54 pm »
Or maybe just put them into the STR_NOT_AVAILABLE section?

Code: [Select]
https:// This section is meant for articles, that have to be activated,
https:// but have no own entry in a list. E.g. Ammunition items.
https:// Maybe others as well, that should just not be selectable.
static const std::string UFOPAEDIA_NOT_AVAILABLE = "STR_NOT_AVAILABLE";

In any case, I have implemented a feature that Commendation articles are visible only if:
1. debug mode is on
2. or article has been opened at least once
3. or the medal is awarded to at least one soldier (please note that if you sell a soldier, you can lose access to the pedia entry, if you haven't opened it yet)

I will publish the code in the evening.

But please think about how and if to enable the users to see all articles anyway... maybe this should be a user option (default hidden) or maybe someone has a better idea?

7328
OXCE Suggestions DONE / Re: Salary and maintenance for items
« on: July 29, 2016, 12:46:10 pm »
UI changes attached.

7329
Released Mods / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: July 29, 2016, 11:03:41 am »
In far future it will be possible in Extended. With my scripts you will able to apply any logic you want.

I would be careful with the word "any" :)

7330
XPiratez / Re: [PirateZ] Commendations Mod 0.1
« on: July 29, 2016, 10:52:01 am »
Does anyone know a way to hide Commendation pedia articles, so they're only visible by clicking an award in soldier's Diary? You know, more achievement-like this way.

I am basically playing it like that at the moment.... not looking at them.
I can implement a feature that only Commendations that have been awarded at least once are shown... BUT... doesn't "achievement-like" mean exact opposite? That you see all possible achievements (like in Steam games) and try to achieve them? Just asking... I think there should be a way to display all somehow... so that people can read how to achieve some more difficult ones too.

Anyone has a (detailed!) idea how to best do this?

PS: btw. for people testing Commendations, there is a nice feature in debug mode: Ctrl+C deletes all commendations.

7331
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 29, 2016, 10:45:13 am »
2) Is it possible to create a 'research difficulty' estimate in the research screen, to be able to distinguish between early/easy topics and later/harder ones?

What exactly should it do?
Just indicate the research cost of a single topic? Seems quite redundant.
Early: everything that doesn't require Back to School
Early-Mid: everything that requires Back to School
Late-Mid: everything that requires School Graduation
Late: everything that requires Higher Studies

2. Not at the moment, but it'd be cool to have such a feature...

Can you describe what exactly do you have in mind?

I have on my todo list a small feature to show the overall progress in %: (total cost of all researched topics) / (total cost of all topics)... but other than that I can't think of anything else.

2).  Maybe in Meridian's Tech Viewer interface it could list a:

* for topics over 10 research cost,
** for Topics over 20.
*** For Topics over 50.

That seems too much even for a number nerd and control freak like me :D

7332
OpenXcom Extended / Re: Meridian's resources and mods for X-PirateZ
« on: July 29, 2016, 10:34:44 am »
I would appreciate some help with debugging... Here's a link to my latest (unofficial) build:
https://www.mediafire.com/download/50ej5hnkqk3u55i/OpenXcom_XPiratez_0_99A.rar
There are 2 saves in there. Both crash upon ending the mission. I suspect there is something wrong with my Commendations. I can provide additional details if needed, but ATM I'm at loss.

Problem is with the original 8 award... endless loop (award is getting endless decorations)... I didn't try to fix it, it's quite convoluted code; maybe worth reporting to Shoes.

BTW. where to get OXCom debugging tools from?

Visual Studio 2015 Community edition: https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx
GIT: https://git-scm.com/download/win

Howto: https://www.ufopaedia.org/index.php/Compiling_with_Microsoft_Visual_C%2B%2B_(OpenXcom)
2015 addition: https://openxcom.org/forum/index.php/topic,3937.msg56803.html#msg56803

@Meridian: since the physical training doesn't work if a soldier is wounded (afaik), how about a function which automatically takes any wounded soldiers off training after a mission ends? I see no need to agonize on it manually.

I don't have a problem with that, I have enough training space :)
I can do this, but only as a user option (default off)... for me it would be very inconvenient, because I would have to remember to manually put them back on training after they recover... which is much harder to track.

But if you (or anyone else) have some more ideas how to optimize the process (other than increasing the dojo capacity), I will gladly implement it.

7333
XPiratez / Re: [MAIN] XPiratez - 0.99 - 7 Jun - First Impressions
« on: July 28, 2016, 07:17:16 pm »
Best PSI defense tactic. Spin in place. Mind control doesn't grant TUs. Burn the ones you have. And against stargods you almost never get a reaction shot opportunity because invisible.

Really?? I almost always burn my TUs, but after mind control my soldier go crazy... same the other way, don't you always get full TU aliens when you mind control them?

Just saying, cos I'm 99% sure... but will test in the evening.

7334
OXCE Suggestions DONE / Re: Salary and maintenance for items
« on: July 27, 2016, 12:41:22 pm »
Wait, wait.

I now have to pay my vast, sprawling legions of slaves? Or can you give them money as an optional 'upgrade'?

1. it's not even out yet
2. it's a mod... i.e. optional by definition
3. what Dioxine and others do with it afterwards is anybody's guess

7335
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

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