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Messages - Coincident

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46
Area 51 / Re: [MAPS] Terrain Pack - updated to new mod system
« on: November 09, 2015, 07:25:49 pm »
Do you use the terrainpack?
Yes.

But I can't seem to reproduce the error accurately. Sometimes it happens sometimes it doesn't.

Anyway if you've managed to pin it down to a save game it should be easy to test.
Just load the save-game after disabling the Terrain Pack mod to see if it fixes the problem.

47
Area 51 / Re: [MAPS] Terrain Pack - updated to new mod system
« on: November 09, 2015, 07:05:45 pm »
it onyl gives me a "vector::_m_Range_check"
I have been getting that error too, occasionally, but I didn't know it was related to the Terrain Pack.
(using the latest nightly, but not the Hardmode Expansion)

48
Open Feedback / Re: Understanding Game Mechanics
« on: November 08, 2015, 12:49:08 pm »
You want to check DebriefingState.cpp for the code, in the Battlescape folder.
Thanks Arthanor. That was exactly what I was looking for.

But I'm pretty sure there is no way to link rank with points or the other things.
According to ufopaedia, the original X-COM has the player loose more points for getting higher-ranked soldiers killed. This must have been implemented in OpenXCom for sure. Maybe it's not in the debriefing calculation stuff, but it's associated to the actual unit.


Anyway, I'm going to look around and try to answer my owns questions here, in case someone sees this thread in the future:


- Reduce Alien Alloys recovery points to less than 1 (not sure how to do this though, does the recoveryPoints ruleset var accept decimals?)
The recoveryPoints ruleset is an int - no decimals are accepted.
https://github.com/SupSuper/OpenXcom/blob/master/src/Mod/RuleItem.cpp#L600

- Change Elerium 115 recovery points (the ruleset item has no recoveryPoints set... how does it currently work?)
Recovering an elerium item (=50 units) is a special case, and always gives 5 points. This is hard-coded and unfortunately cannot be changed with rulesets.
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/DebriefingState.cpp#L1119

- See / Change points lost for X-COM soldiers killed, depending on rank (can't find any rule for this)
The value of an X-COM soldier is hard-coded to 20 + Num of missions the soldier has been to + rankBonus.
Where rankBonus = 1 for sergeant, 3 for captain, 6 for colonel, 10 for commander.
This cannot be changed with rulesets.
https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/BattleUnit.cpp#L116

- Change  points lost for X-COM soldier MIA (can't find any rule for this)
Soldiers MIA make you lose the same amount of points as if they were killed, this cannot be changed with rulesets.
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/DebriefingState.cpp#L750

- Change the points for successfully destroying an Alien Base (can't find any rule for this)
Points for destroying an Alien Base can be easily changed in the deployment ruleset (objectiveComplete)
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/DebriefingState.cpp#L396

This also works for custom mission deployments.
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/DebriefingState.cpp#L847

- Lose points for leaving abandoning a terror site with live aliens (probably not supported)
 - Lose points for losing an X-COM base after an alien retaliation (probably not supported)
Points for losing a certain mission can be easily changed in the deployment ruleset (objectiveFailed)
However, this only works for terror / custom mission. Losing an X-COM base does not go through that code.
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/DebriefingState.cpp#L904


Extra findings:

Score lost for Civilians killed by X-COM is calculated by adding 2 thirds to the value of the civilian unit, this cannot be changed with rulesets.
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/DebriefingState.cpp#L692

49
Open Feedback / Re: Understanding Game Mechanics
« on: November 07, 2015, 10:30:07 pm »
In what .cpp file are the Battlescape final screen scores being calculated?
I've used GitHub file finder to search for any file named "*Battlescape*", and I've browsed throught BattlescapeState.cpp, BattlescapeGame.cpp, etc. but I can't seem to find anything related to scoring.

Thing is... I have so many questions related to battlescape scoring, that I'd rather just take a look at the code myself.



My goal is to mod a few things related to scoring, but I'm not sure if these are even possible, namely:

 - Reduce Alien Alloys recovery points to less than 1 (not sure how to do this though, does the recoveryPoints ruleset var accept decimals?)
 - Change Elerium 115 recovery points (the ruleset item has no recoveryPoints set... how does it currently work?)
 - Change  points lost for X-COM soldier MIA (can't find any rule for this)
 - See / Change points lost for X-COM soldiers killed, depending on rank (can't find any rule for this)
 - Change the points for successfully destroying an Alien Base (can't find any rule for this)
 - Lose points for leaving abandoning a terror site with live aliens (probably not supported)
 - Lose points for losing an X-COM base after an alien retaliation (probably not supported)

50
Area 51 / Re: [MAPS] Terrain Pack - updated to new mod system
« on: November 06, 2015, 11:17:00 am »
I don't see terrain below islands, just a stranded point in the middle of the ocean with the name of the island.

Anyway, I added "despawnPenalty: 1000" to the STR_PORT_TERROR alienDeployment, and it's working for both island and port terrors (which are the same type of mission).

Thank you  :)

(For anyone interested, I left the modified ruleset as an attachment)

51
Work In Progress / Re: Mixed Crew Mod
« on: November 06, 2015, 10:54:12 am »
Yep, in vanilla alien supply also has objective:true.

Added it to Mackus' ruleset and tested: alien UFOs are doing supply mission correctly (landing on top of base, then taking off).

For anyone who sees this in the future, I'm leaving here a fixed version of Mackus' mixed crew mod as attachment.


52
Work In Progress / Re: Mixed Crew Mod
« on: November 06, 2015, 02:34:14 am »
Thanks for the fast reply hellrazor!  :)

I noticed in Mackus' rul file that none of the waves actually have "objective: true", for any mission at all... is that going to be a problem for other missions too? or is it just for terror missions?

https://www.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom) - the ruleset reference mentions "Only for mission site / supply missions."

Anway, I'm going to try those changes locally, and test it out.


Edit - I just tested it, and it works. Thanks again hellrazor. Also, the aliens are constructing bases normally, so the base mission must be working properly despite not having "objective: true". Not sure about supply missions though...

53
Area 51 / Re: [MAPS] Terrain Pack - updated to new mod system
« on: November 06, 2015, 02:25:35 am »
I've been testing Terror Missions in general with this mod, and I think I might have found a bug:

Terror Missions on Islands and Port Attacks, when ignored, do not give the player -1000 points. Only regular city terror missions do.
Not sure if this is a known bug or not, I searched the forums but couldn't find anything.

Looking at the code I think it might have to do with the fact that islands have no country or region associated (?) - not sure though.

https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/AlienMission.cpp#L597

54
Work In Progress / Re: Mixed Crew Mod
« on: November 06, 2015, 01:53:05 am »
Hello Mackus.

I found your mod interesting and I downloaded it from the Mod portal a while ago https://www.openxcom.com/mod/xcom1-mixed-crew

But I found a very serious bug: if I activate your mod, I no longer get Terror Missions...
I've tried it a couple of times: start a new game, hit "1 Day" in the geoscape ignore all UFO sightings, and 6 months go by without a single terror mission.

If I disable your mod and do the same thing, I get 2 terrors on the first 2 months, and immediately lose the game.

Could you take a look at this, please? I think your idea is great and I would really love to have mixed crews on X-COM1. But not with a bug this serious.

Thanks in advance :)

55
Open Feedback / Re: Ruleset Editing Questions (& Some mOrz Qestions)
« on: November 05, 2015, 02:19:09 am »
Thanks for the reply.

I did as you suggested, made the containment research depend on the several alien autopsies, and made each autopsy unlock it.
However, now when I research the first corpse (which yields an autopsy), I no longer get the "We can now research Alien Containment" message... but the research is available once I go back to the Lab interface.

(I guess I should try and take a look at the code...)

56
Programming / Re: [Patch][Test]Bullet saving patch!
« on: November 05, 2015, 01:56:40 am »
Very interesting, and statistically correct :)

It's funny - I have implemented exactly the same thing in the past, in an experimental doom mod of mine :P
A roundRandom() function that gives decimal precision (statistically) for stuff that is stored in INT values.

You can apply the same idea to ANY value in the game that is "INT'ed" - especially to things that are usually in small numbers (like ammo clips) - where getting +1 or -1 can make a difference.

57
Open Feedback / Re:
« on: November 02, 2015, 12:57:36 am »
Hello everyone. I've been modding some changes to research, and I've had very similar issues to ORZ, so I thought I would post here too.
I am getting a "We can now research Sectoid Corpse" message after another research, but the Sectoid Corpse has no dependencies, and nothing unlocks it, and I could already research it before...
I'm still relatively new to modding so I must have done something wrong... why am I getting this popup?

Here's what I've changed:

- Alien Containment requires research, and depends on any alien corpse
SpoilerAlien Containment dependencies:
  - name: STR_ALIEN_CONTAINMENT
    cost: 250
    points: 15
    dependencies:
      - STR_SECTOID_CORPSE
      - STR_SNAKEMAN_CORPSE
      - STR_ETHEREAL_CORPSE
      - STR_MUTON_CORPSE
      - STR_FLOATER_CORPSE
      - STR_CELATID_CORPSE
      - STR_SILACOID_CORPSE
      - STR_CHRYSSALID_CORPSE
      - STR_REAPER_CORPSE
      - STR_SECTOPOD_CORPSE
      - STR_CYBERDISC_CORPSE

SpoilerCorpses unlock:
- name: STR_SECTOID_CORPSE
    cost: 180
    points: 18
    unlocks:
      - STR_ALIEN_CONTAINMENT
  - name: STR_SNAKEMAN_CORPSE
    cost: 180
    points: 18
    unlocks:
      - STR_ALIEN_CONTAINMENT
  - name: STR_ETHEREAL_CORPSE
    cost: 180
    points: 18
    unlocks:
      - STR_ALIEN_CONTAINMENT
  - name: STR_MUTON_CORPSE
    cost: 180
    points: 18
    unlocks:
      - STR_ALIEN_CONTAINMENT
  - name: STR_FLOATER_CORPSE
    cost: 180
    points: 18
    unlocks:
      - STR_ALIEN_CONTAINMENT
  - name: STR_CELATID_CORPSE
    cost: 180
    points: 18
    unlocks:
      - STR_ALIEN_CONTAINMENT
  - name: STR_SILACOID_CORPSE
    cost: 180
    points: 18
    unlocks:
      - STR_ALIEN_CONTAINMENT
  - name: STR_CHRYSSALID_CORPSE
    cost: 180
    points: 18
    unlocks:
      - STR_ALIEN_CONTAINMENT
  - name: STR_REAPER_CORPSE
    cost: 180
    points: 18
    unlocks:
      - STR_ALIEN_CONTAINMENT
  - name: STR_SECTOPOD_CORPSE
    cost: 180
    points: 18
    unlocks:
      - STR_ALIEN_CONTAINMENT
  - name: STR_CYBERDISC_CORPSE
    cost: 180
    points: 18
    unlocks:
      - STR_ALIEN_CONTAINMENT

The scenario:
I have 1 Sectoid Corpse and 1 Floater Corpse in storage. Both are available to research.
I research the Floater Corpse, and it unlocks Alien Containment (everything fine here).
After Alien Containment research finishes, I get a popup saying "We can now research Sectoid Corpse", dunno why.



After searching this thread I found this:

If a research has a "needItem: true", it simply means that this item needs to be in storage for the research to be available. It is in addition to other dependencies or requirements, which also have to be met. If you have the item in storage when the project's last dependency is satisfied, you should get the "We can now research" popup. If you didn't, but later on acquire one, you will never get a popup but it will be there next time you check after acquiring the item.
Sure - the Sectoid Corpse has "needItem: true", and I have the item in storage all the time, but nothing changed in terms of dependencies, or storage...


PS - I'm using the latest nightly build - updated this morning.

58
Open Feedback / Re: Understanding Game Mechanics
« on: October 30, 2015, 08:10:29 pm »
Thanks Hobbes, that was exactly what I was looking for. :)

However, from the formula you posted, it looks like the defense damage multiplier is from 50% to 150% (there are no parenthesis after the division)
It looks like: ufo's previous damage + 450 + random(0, 900)


59
Open Feedback / Understanding Game Mechanics
« on: October 30, 2015, 05:40:26 pm »
Hello everyone. This is my first post here, so I'd like to begin by congratulating the devs & community on the splendid job you did with OpenXcom :)

I decided to start this thread after searching around - I didn't find any similar discussion.
The idea is to share/discuss information about the game mechanics and trying to understand the more complex calculations.
The goal is to help people get the right information, so modders can (hopefully) make better game-design decisions.

I will start with two questions of my own:



1 - Base defense damage mechanics:

My base is attacked 2 times by alien Battleships:
The first time, 3 Plasma Defenses hit the UFO, and it is destroyed.
The second time, 4 Plasma Defenses hit the UFO, and it is destroyed.

Is the damage from base defenses subject to a random interval - like the battlescape damage that is randomly chosen from 0% to 200%?
If so, what is the random interval?
From what I've searched, https://ufopaedia.org mentions nothing of the sort: https://www.ufopaedia.org/index.php?title=Plasma_Defences



2 - Stun rod damage mechanics:

The stun rod damage type is Stun, but it is also a melee weapon.
Does melee resistance affect the stun rod damage?
If so - in what order do multiple resistances apply?

To simplify, imagine the stun rod deals 100 Stun Damage.
Now imagine that it hits an alien with 20% melee resist, and -20% stun resist.
Which scenario is correct?
100 -> -20% stun resist -> 120 -> 20% melee resist -> 96 avg damage
OR
100 -> 20% melee resist -> 80 -> -20% stun resist -> 96 avg damage (same as above)
OR
100 -> 20%-20% melee+stun resist  -> 100 avg damage
OR
100-> -20% stun resist -> 120 avg damage

https://ufopaedia.org also mentions nothing about the relationship between the stun rod and melee resistance (maybe that means there is no relationship...?): https://www.ufopaedia.org/index.php?title=Stun_Rod

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