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Messages - volutar

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346
Work In Progress / Re: [MAPS] YetMoreUFOs!
« on: October 29, 2014, 12:51:15 pm »
Every try to make any "misterious insides" of the UFO with known hull contours is not really effective.
Since outside walls are revealing insides by silhouettes.
I've made a patch changing bigwall reveal behaviour, but it's still not applied.

Though I'd prefer to change cursor behaviour logic entierly. If you points non revealed territory - it should show non-occluded cursor version. Always. There shouldn't be that easy single-turn final missions.

347
You're right about speed of 5000. For some reason OXC crafts are going with speed of 2700, while vanilla should go with speed of 5000.
Though it's unclear from "radial" speed stored in the save, what exact speed they are flying (visible speed may not be related to actual).
Code: [Select]
  - id: __RETALIATION_ASSAULT_RUN
    groundTimer: 1000
    waypoints:
      - [5, 4, 100] #This should always be 5, 4, 100
      - [5, 0, 100] #only the 0 altitude matters
Speed should be 100% of craft.
AlienMission.cpp:242 ufo->setSpeed(assaultTrajectory.getSpeedPercentage(0) * ufoRule.getMaxSpeed());
Percentage is 100. That means ufoRule.getMaxSpeed returns wrong value. Value of LargeScout (previous wave) for some reason.
In any case - that means it should be even more brutal. And chances to detect ramming battleship are about 25%.

348
On a side note, I remember in vanilla UFO that battleships that were definitely attacking headed to your base at full speed.  Not here in OpenXcom, it's around half speed instead.  Was it an intended change?
Conventional radars have 10%(small)/20%(large) chance to detect and scan every 30 minutes. Retaliation battleships are flying with speed of 2700knots, and large radar detection distance is 2577 miles, so radar manages to scan almost 2 times. To be precise - battleship covers large radar range in 57 minutes. First time let say be LARGE (20%) and second time is SMALL radar, thus 10+20 = ~28%. You can be unlucky and get only ONE scan. In this case chances will be ~25%. Since it's very large ship which is flying very high - there's a chance modifier +20%. So it will be 30%.
According formulas of theory of probability for "at least one probable event": Chance = 1 - (1-chance1)*(1-chance2) = 1-(1-0.24)*(1-0.36) = 0.5136 = 51%.
So roughly each one of two battleships manages to get to the base without being noticed by radars. Unless there is a hyberwave decoder (it will always get its 100% chance).

That how it should work.

And it's always RNG issue.
If you want to disprove probability ratio, you can make a save, put "retaliationTarget: true" to all your bases (to make all bases revealed to aliens), and in the alienMissions section set "spawnCountdown: 1" for the retaliation. And then load this save, like, 100 times, and count real %% ratio (after putting saveScumming in the advanced options to ON).

I've made a check for the base with single large radar (0 is failed to detect, 1 is successifully detected).
1000100010 0010100011
0001100111 0101001100
0001101001 1111001001
So experiment proves 26 successiful detections from 60 tries, which means ~43% chance.

Theory: with single large radar it will be two scans with chance 24% (considering size and altitude). 1-(1-0.24)*(1-0.24)=1-0.5776 = 0.42= 42%

So probability formula (theory) is in perfect line with facts.
It's bad idea to make any conclusions from pretty random events. Until you gather any weighty statistics.

Stop doubting in OpenXcom

349
Open Feedback / Re: UFO Battlescape Damage not working as remembered
« on: October 25, 2014, 04:17:07 pm »
OK. Again.
I don't talk about events during battle.
Crash explosions are actually happening during the battle, just before first turn. They are not "simulated".
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As i said, i need to understand your position about battlegenerator. I cannot continue if i don't undertand you.
You should learn to become more unerstandable with your questions.

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If some PSs left, then this PSs always filled by (spawned inside if you want) elerium in vanilla Xcom (during generate a battle). Is it true or not?
In OXC possible situation, when a PS left, but hasn't elerium (during generate a battle). Is it true or not?
First of all, what is "PSs left"? Left after what?
Second of all, there are modified UFO maps with plenty of extra PSs INITIALLY without elerium.
Elerium is an item and it can be destroyed by smallest EXPLOSION damage. While PS is damaged at least with value of 50 (no matter which type of damage). There are plenty of explosion damage variations between 1 and 49 which will cause damage of elerium without damaging PS.

350
Open Feedback / Re: UFO Battlescape Damage not working as remembered
« on: October 25, 2014, 03:00:33 pm »
As i understand, Warboy also stated that cases 6-10 is possible in OpenXcom. But he don't want talk clear about his position. I see a contradiction in his words.
I see no contradictions. The code of explosion damage was written by me and Warboy didn't deeply investigate this matter as I did (by making dozens of tests, dumping explosion field data, comparing and tuning).
Explosion pattern depends on layout and obstacles. In exact that layout, when neighbour PSs are apart of each other by 6 tiles - 6-10 cases are not possible, and they look exactly as in vanilla. To totally destroy power source you need to apply 120 damage to that tile (50+70). You see these colored damage dumps, I don't have to explain that. If you will make them 7 tiles apart - they will be slighly different (half destroyed PSs). In some circumstances, when damage is less than 50, Elerium item will be destroyed, but PS tile will stay intact. In some UFO layouts that COULD be possible. But not in vanilla.

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If some PSs left, then this PSs always filled by elerium in vanilla Xcom. Is it true or not?
No. Elerium is an item, like any other thrown object. It's spawned inside of PS tile. You can destroy PS with plasma, and elerium item will be lying on the ground. Or you can make "weak" explosion enough to destroy elerium, but not enough to destroy PS.

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In OXC possible situation, when a PS left, but hasn't elerium. Is it true or not?
As above. The logic is the same.

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Calculation of explosion differs between OXC and vanilla Xcom. Is it true or not?
Not quite. Current tile destruction function should work as in vanilla. The only difference here is PROBABLY bigwall divergence point. Because in OXC we introduced more accurate outer wall mechanics. In vanilla they are always treated as square objects, and even explosion can't pass-by diagonally. But it's mostly about the outer side.

In short. In 1.0 milestone it is possible that PS will be intact but won't carry any elerium inside. This is not applied to nightly.

PS. It would really help if SEED string (or something like that) be available as input field in mission generation, just to make battlescapes totally replicable for different people.

351
Open Feedback / Re: UFO Battlescape Damage not working as remembered
« on: October 25, 2014, 09:37:22 am »
You will regret that you dare to doubt in OpenXcom.

redv, you've stated cases 6-10 as possible in OpenXcom.
You can make debug=true in options, use Ctrl+D to reveal whole map, and make a save and put in in here. I challenge you.

As for my arguments there are screens of all possible scenarios with MINUMUM damage of 180.
Even with 180 damage neighbour power source also got destroyed. Always. And destroyed power source can't cause another explosion. So there's no possibility of two neighbour power sources are destroyed.

Capish? ;)

Before posting these complains like "it was different" please gather at least some evidences, except for your speculations. Otherwise your words are dramatically losing any weight for any further "reports".

In the attachments - 4 possible scenarios in OXC with damage 180. And one with damage 220, to prove that damage won't go to second neighbour (10 tiles limit stops it). Colored mosaic is damage field taken with special debug tool.

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