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Messages - DoxaLogos (JG)

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16
PR is up if you ever want to merge :)

https://github.com/MeridianOXC/OpenXcom/pull/115


I added the prison where the prisoner is being held captive to the list as well.  See below.

17
Here it is with total available capacity removed.

18
all prisoners are equal, the engine does not and should not differentiate between them, and definitely not hardcoded

if the modders found some unintended side effect again -- I honestly don't know what that type 4 is -- then it's not my problem to solve

I would agree. 

I was just wonder if there was a better way to display the totals without looking so surprising when someone sees 156 available space while thinking they only had 20 spaces from a prison cell and an animal pen (or alien containment).  This is why I'm inclined to drop the available containment space stat at least and just show who's currently captive and being studied or interrogated.

EDIT:

I'm leaning toward displaying the prison type next to the prisoner on the list instead.

19
Good question.  I think the only problem I have with excluding a prison type fixed to #4 in this case is that I don't know how future modders would use it.  Just because it's robot/mechanical in one mod doesn't necessarily meant it will be in another mod (unless I misunderstand something).

I'm tempted just to remove the total capacity from the window only, and I think that will the one problem(i.e. big number).  However, you would still see the type 4 prisoners in the list if you had them.

20
I would like the ability to send agents to recon a potential mission location before sending in a full team to handle it.

I have a feeling this idea will be very difficult to implement, but I thought it might be worth discussing at least.   

First let me explain why this idea came about.  I had my first cult manor in X-com files which was rough to say the least particularly with where the starting location was.  It would have been nice to have a layout of the compound ahead of time. This thematically seems like a normal thing for military/espionage organizations to be able to accomplish since they have been doing it for decades (pre-1997).  I could have at least planned a better angle of attack tactically speaking.

So what if on the intercept menu for certain missions like alien bases (i.e.  manors) there was a "recon" option where you could click it instead of intercept that pops up a menu to assign agents/soldiers to a "reconnaissance mission"?  It would give you estimate of how long the mission will take to complete with odds of success based on who you assign the mission.  Success rate could be dependent on the stats of the soldier (TU, STR, STA, FA).  Failure could randomly result in either wounded soldiers or dead soldiers.  This is not a mission you actually execute but the game handles behind the scenes kind of like a research project that pops up later with the results when the mission is completed.

Success could be that the tiles are revealed at the start of the mission at a minimum.  Additionally a few enemies could be revealed at the start of the mission (percentage based on success) or just a tally of possible enemies at the mission complete screen.  Again, that number may not be accurate.

The cost is you at least tie up some soldiers and/or a vehicle for a while that can't be deployed on other missions and at worst is you may lose them.  That's the risk reward.   If the capability was added to other missions that timeout, then the risk is that the mission despawns before you get your recon team back and deploy your assault team. 

I figured that the default behavior that this is off, but a modder could add a flag to the mission that enables recon capability if the player would like to try it.   For instance, I would not expect a real alien base to be capable of recon since it's underground and good luck sneaking in. However, a cult manor is above ground with mostly humans which could have closer scrutiny applied to it before sending in strike team.

21
PR up: https://github.com/MeridianOXC/OpenXcom/pull/114

Base name is printed below research project.

22
So, I almost have this feature implemented, but I need feedback.  My biggest issue is tallying up the space you have for containment for all prison types.  This includes the prison type for storage that holds things like robots. I'm unsure how to exclude them because prison is a prison no matter what type of being you are.

Below is the screenshot of my nearly complete work.  Notice the total available space is massive even though I only have a prison cell and animal pens (X-COM files).  The rest would be related to my storage facilities (prison type 4 in Xcom files).  Is it okay to include them in the total?  Should I even worry about displaying overall totals, and just only display currently listed captives in containment?

23
This also looks easy to implement.   I will try to submit a PR for this hopefully before end of next week. 

24
This could have more applications than just checking current health in recovery.  I could see an up to date display of the soldier's status during a battle like affected stats from from various battle conditions reflected on this screen as well with the "reverse" bars.

25
Released Mods / Re: Help finding a mod
« on: March 02, 2023, 12:42:54 am »
Could it be this https://openxcom.old.mod.io/unexcom-bureau-11?  I saw a huey in there that has the X on it.  Not black though.

or this https://openxcom.old.mod.io/unexcom?  The copters almost look black (see pic below).


26
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: March 01, 2023, 11:27:58 pm »
It does. But there are lots of caveats, many of which I've already mentioned. So you need to be very careful, but if you succeed the enemies are hosed.
Cool.  Of course I was only thinking of a minor buff, nothing too severe.
 
Check my new submod. The Black Ops ninja suit is pretty much Night Ops/Liquidator plus night camo and minus most armour (hey, there's got to be drawbacks!).

I'll have to give it a shot.

It has +3 night vision in exchange for a little bit of extra weight and a a few more points of stat maluses.

Ah... I missed that part.   I'll have to look it over again.

There's an IMO even cooler version I'm using for the "We are the UN Black Ops. Fear us!" feeling. 8)

Yeah, I just saw that perusing the thread. Looks great.   I feel like this mod needs more black armors :)

27
The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: March 01, 2023, 10:54:53 pm »
With all the discussion on stealth armour and me being quite a newb at modding, does the camouflage feature work against the AI at all?   Sorry if I missed this already with such a long thread.

I was looking at the X-COM liquidator armor (which looks fantastic btw),  I wish it had a bonus camo perk at night from a thematic standpoint. 

From what I read of it's stats, there really is no advantage over the armored vest other than getting a hold of some early by capturing Exalt Liquidators before being able to research armored vests.

If it had an ability to at least reduce visibilty at night from the enemy (yes work against you too on exalt missions), it would make night missions more interesting on cult raids.  Doesn't get around the sniper-spotter AI stuff I assume, but still.  It could possibly provide another reason to acquire it after armored vests are researched other than saving some cash.

Personally, I'm tempted to change the spritesheet on the armored vest to look like the Liquidator armor, because it just looks so cool :)


28
Since I did the original impetus of the Global Research overview that got merged, I can tackle this.  Looks like low hanging fruit and easy to do while Meridian and Yankes work on higher priority features.

29
OXCE Suggestions OK / Re: [SUGGESTION]Custom Hangar/Craft types
« on: March 01, 2023, 10:41:34 pm »
If this gets fully implemented, it would be such a great add especially for some of these mega mods.  I feel like I'm wasting a ton of base space to have one small vehicle in a massive hangar.

30
The X-Com Files / Re: Manors and cult termination
« on: March 01, 2023, 02:58:20 am »
Thanks for the quick answers and the spoiler-free one on # 3 ;)

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