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Messages - Buscher

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61
Tools / Re: Ruleset Validator for VSCode v0.9.11
« on: April 04, 2022, 10:40:19 pm »
No clue if this is the right spot. I would like to report a few false positives shown by the OpenXcom Ruleset Tools. Some of these are related to how mod: - index: are handled as well as a list being allowed for customArmorPreviewIndex.

Code: [Select]
items:
  - type: STR_SOME_ITEM
    vaporColorSurface: {mod: 40k, index: 2} # Warning: Expected Integer # Works fine in Extended 7.5.8

armors:
  - type: STR_SOME_ARMOR
    moveSound: {mod: 40k, index: 700} # Warning: Expected Integer # Works fine in Extended 7.5.8
    customArmorPreviewIndex: [{mod: 40k, index: 560}, {mod: 40k, index: 561}, {mod: 40k, index: 562}] # Warning: Expected Integer # Works fine in Extended 7.5.8
    layersDefaultPrefix: 20 # Warning: Expected string # The value 20 is not nice but works in Extended 7.5.8

Also if one changes the accuracyMultiplier as a script and it's not part of scripts: and doesn't use the normal syntax, f. ex.
Code: [Select]
items:
# No Warning here
  - type: STR_SOME_ITEM
    accuracyMultiplier:
      firing: 1

accuracyMultiplier: | probably needs extra handling.

Code: [Select]
items:
# Warning: Use syntax from the code field above
  - type: STR_SOMETHING
    accuracyMultiplier: | # Works fine in Extended 7.5.8
      return bonus;

62
Hardmode Expansion / Re: Hardmode Expansion - Bugreports
« on: April 03, 2022, 08:30:09 pm »
For mods that aren't updated, you can try setting oxceModValidationLevel in your options.cfg from 2 to 0.

63
The X-Com Files / Re: Corridor Question
« on: April 03, 2022, 07:58:16 pm »
It should reduce the construction time by 6. Buildings which you build over reduce the time by their construction time. A general store (construction time 10) will need 4 = 10 - 6 days to be built over a Corridor.
Not sure where the 3 days are coming from. Do you mean something different than putting another building on top of a Corridor?

64
Playthroughs / Re: OG TFTD playthrough
« on: April 03, 2022, 07:54:02 pm »
Magna Explosive Runner Buscher ready for the big boom.

65
Help / Re: TFTD: Tentaculat editing
« on: April 03, 2022, 07:50:30 pm »
That's the problem.
Then the TENTACULATs become weak opponents, because they will not be able to penetrate the soldier's armor themselves.
It is enough to have a strong armor and calmly walk your pets on a leash  :D

Tentaculats roll for 0-200 on beginner and 0-232 on superhuman. For the 32 refer to strength value as part of `statGrowthMultipliers:` in standard xcom2/difficulty.rul. This means that a Tentaculat will manage to pierce the front armor even of a Magnetic Ion Armor.
.
Tentaculats roll for 50-150 on beginner and 58-174 on superhuman. So there is some chance to pierce the front of a Magnetic Ion Armor (142). The increase is due to statGrowthMultipliers.


Also for a different solution you can check HCAT. You get some time to cure your soldiers, assuming they are not killed outright.

Edit: Forgot that TFTD uses 50-150 by default.

66
40k / Re: [ADDON] ROSIGMA
« on: April 03, 2022, 07:45:08 pm »
Rul files are written in yml. yml requires that the white spaces are consistent.

Try using Visual Studio Code as an development environment. Useful extensions can be found here and here.

As for your bigSprite: 1010 and such, you will have to define or use the correct one. This will likely crash or become a fallback sprite.

Feel free to create a new thread. To get you started I fixed the most apparent errors. The zip includes a diff file, so you can see what has changed. Have fun modding.

67
Why not just make reloading chance-based? If you have 199/200 ammo and x50 pack, then you would have a 98% chance to not consume the pack when rearming.

Yes, 'statisticalBulletConservation' could also work well with craft weapons. For my game the implementation above is good enough. From the player's side the statisticalBulletConservation for craft weapons would probably be a good solution as you wouldn't have to do anything. If the game rolls a bit badly on the chance, the player might be negatively surprised. But it seems to be a viable way. The 'disabled' flag would have to be removed from the reloading logic next to adding the chance logic.

68
Edit by Meridian: original title was: [Suggestion] Add 'reloadingDisabled' to Craft Weapons

Motivation:
When using craft weapons that use clips (for example STR_CANNON using clips with 50 shots), entire clips will be reloaded even if only one shot has been fired. For example ammo count 199 will turn to 200 using a x50 item. Currently it's possible to click on the weapon in the craft screen to disable a weapon. This will do two things: It will disable the weapon by default for dogfighting and needs to be enabled on a per dogfight basis. Also it will stop the weapon from reloading. This suggestion is about turning the disabled state for weapons in dogfights as well as the reloading part into two different things.

---

Proposed Solution:
By adding a bool called 'reloadingDisabled' the currently existing bool 'disabled' will be limited to enable/disable weapons in the dogfight screen. Similar to the dogfight screen the weapon icon will change its palette (preferably looking 'inverted' or better said as it looks in the dogfighting screen). The 'reloadingDisabled' flag will take care of the reloading part and use the already existing *.

This will create four states:
Load in Base and Enabled for Dogfight (Standard Behaviour - * is not shown & Icon is not swapped)
Load and Disabled (Preferred use case for Missiles - * is not shown & Icon is swapped)
Don't load and Enabled (Preferred use case for Cannons with ammo packs x50 or other numbers - * is shown & Icon is not swapped
Don't load and Disabled (Previous second Behaviour - * is shown & Icon is swapped)

I have tried to implement this. See the commit.
The palette swap does not use the correct palette/color combination as of now. Maybe you know which one to use. If not I can play around with the values.

The commit will turn the single clicking action into a left and a right click. Left click alters the disabled bool, right click the reloadingDisabled one.

I have played with it for a few days and it seems to work alright and as intended.
As a side effect the window "Not enough {ammo} to rearm {craft} at {base}" will not pop up, if one decides to keep the base inventory empty to prevent reloads.
Another side effect is that special missiles can be disabled by default and only used against specific UFOs. The player will not have to remember reloading the special missile weapon assuming they use the 'disabled' flag. Of course the player will have to remember the reload of the cannons.

---

Alternative solution would probably to only load full clips or keep the remainder stored as information in each base for each ammo type.

69
Released Mods / Re: [OXCE] XCOM Multimod
« on: March 28, 2022, 06:10:42 pm »
Wow, I just downloaded 1.08 like two days ago. What a coincidence.

Btw I have figured out, why your soldiers in New Battle got those weird stats.

If you have a look at the battle.cfg you will realize that all the different soldier types are being spawned

Spoiler:
Code: [Select]
$ cat user/xcom1/battle.cfg | grep SOLDIER
    - type: STR_SOLDIER
    - type: STR_SOLDIER
    - type: STR_SOLDIER
    - type: STR_SOLDIER
    - type: STR_SOLDIER
    - type: STR_BASE_SOLDIER
    - type: STR_BASE_SOLDIER
    - type: STR_SOLDIER_SNIPER
    - type: STR_SOLDIER_SNIPER
    - type: STR_SOLDIER_SNIPER
    - type: STR_SOLDIER_SNIPER
    - type: STR_SOLDIER_SNIPER
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_COMMANDO
    - type: STR_SOLDIER_SCOUT
    - type: STR_SOLDIER_SCOUT
    - type: STR_SOLDIER_SCOUT
    - type: STR_SOLDIER_SCOUT
    - type: STR_SOLDIER_SCOUT
    - type: STR_SOLDIER_PSI
    - type: STR_SOLDIER_PSI
    - type: STR_SOLDIER_PSI
    - type: STR_SOLDIER_PSI
    - type: STR_SOLDIER_PSI

When looking in your xm-soldiers.rul minStats and maxStats are only defined for STR_SOLDIER but not for the rest. In the campaign it doesn't matter as you transform from STR_SOLDIER to STR_SOLDIER_SNIPER etc.

Also you should run OpenXcom Ruleset Tools and OpenXcom Ruleset Linker. You have some errors in your rul files including using 'aimedRange' instead of 'aimRange'.

Another idea is to rename Throwing, Firing and Melee Accuracy to reflect your changes. Melee Accuracy could be 'Swiftness' and Throwing could be 'Trajectory Accuracy'. There are very likely better names.
And there are still weapons that don't use the flat damage modifier. But maybe it's in your design that you want the ammo for the Small Launcher to keep the 50-150% range.

70
Help / Re: Recovering friendly spawned units?
« on: March 28, 2022, 05:55:11 pm »
In X-Com Files you can recover a scientist who is spawned with a spawner grenade.

The civilianRecoveryType statement seems to do the trick.

Spoiler:
Code: [Select]
  - type: STR_DAVID_VINCENT
    civilianRecoveryType: STR_DAVID_VINCENT

71
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: March 23, 2022, 07:25:26 pm »
This is the 40k bug thread, not the ROSIGMA one... Only post in this thread if you don't run ROSIGMA.
That said, in ROSIGMA you need a Terminator promotion which requires the Crux Terminatus. Check the Codex for the requirements.

72
OXCE Support Y-scripts / Re: Scripting 'isFuseEnabled'
« on: February 24, 2022, 09:41:28 pm »
TIS-100 and Shenzen I/O are nice games to get into the assembler mind set.

73
Playing a mod with a lot of clutter such as XCF or any other mod with huge amounts of contents it would be helpful for comparing items/armors/etc. if a 'hidden' flag for Ufopaedia articles would be introduced. Right now when looking through the ufopaedia one has to click through many possibly obsoleted articles. Also when trying to compare two specific, the articles inbetween could be hidden so you don't have to click x times the next/previous buttons due to how the listOrder is set up.
This feature would help me to clean up the Ufopaedia so only items are displayed that I actually use and it would be easier to compare items with each other.

Similar to hidden manufacture projects a right click would turn the Ufopaedia article from 'new' over 'read' to 'hidden'. Hidden articles would be skipped when pressing the next or previous button. If no next or previous unhidden article is found, the game will stay at the current article. The "show only new" button will probably become a listbox similar to the one in the manufacture screen. The ufopaedia in the battlescape would be unaffected and/or middle clicking in battle ignores the hidden flag. Ufopaedia articles with multiple pages would be treated as one.

Thanks for reading and possible consideration

74
Tools / Re: OpenXCom Modding Tools
« on: January 28, 2022, 05:19:35 pm »
Maybe I misunderstand you but the UFO/TFTD tanks are available on Falko's as templates before you use the HWP builder/splitter
UFO Tanks
TFTD Tanks

No idea if the 2x2 Merger is too hard to use or doesn't supply the expected results. Feel free to tell me if you got any issues.
I am currently rewriting the code some as I am creating other helper programs for myself. Also I had a look at how pythonanywhere could potentially work. No idea if a free plan is good enough but I want to try anyway.

75
40k / Re: [ADDON] ROSIGMA
« on: January 24, 2022, 08:38:37 pm »
The webbers can be looted and used after any of them were researched. Ammo for them is currently not manufacturable/purchasable. Might stay this way.
The pump action shotgun is more of a enemy only thing. Flamer on it might be interesting though.

The Veteran Promotion is bugged. Inside Ruleset/IG/soldiertransformation_IG.rul it's supposed to look like this
Spoiler:
Code: [Select]
  - name: STR_VETERAN_PROMOTION
    requiredMinStats:
      tu: 1
    requiredCommendations:
      STR_VETERAN_COMMENDATION: 0
    requires:
      - STR_GUARDSMEN_VETERAN
    requiredItems:
      STR_KILLPOINT_TOKEN: 60


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