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Messages - Ethereal

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1
OXCE Bugs / Re: Zigzag?
« on: April 13, 2024, 06:12:10 am »
So the pathfinding should be tested on a map with a "pure" floor made of one single MCD (floor-type tiles can have different costs too).

This is completely unnecessary. I have had cases more than once when, as a result of such zigzags, a soldier came out from behind cover and came under enemy fire. So the formula: where you were sent, you came there along the shortest path, looks preferable to stupid calculations of the cost of movement.

It's like with mountain infantry. Why climb mountains if it’s easier and faster to get around them? But no, they climb and gain a tactical advantage over the enemy, instead of “unexpectedly” bumping their horns into a strong point on the road and unsuccessfully storming it for months.

2
OXCE Bugs / Re: Zigzag?
« on: April 12, 2024, 05:03:19 pm »
But if the behavior in OXCE 7.12 is the same as in the older OXCE versions and in OXC, then it will not be changed (and it will also not be configurable).

(If there is a bug compared to earlier versions, it will of course be fixed.)

This bug starts with OXCE version 7.6-087f5ca19-2022-07-15. Earlier versions do not have this bug.


3
OXCE Bugs / Re: Zigzag?
« on: April 12, 2024, 02:59:21 pm »
Long paths try find best move that have minimal cost to reach destination. As we see on screenshot there are objects (grass) on paths that
unit try move. If this grass affect move cost then pathfinding try avoid it as max as possible.

Is it possible to disable this optimization, or put it into a separate option that could be activated/disabled at will?

4
OXCE Bugs / Re: Zigzag?
« on: April 12, 2024, 02:03:06 pm »
My only suggestion at this point is, in the cases where more than one path cost exactly the same TU / Energy, pick the path with the least number of diagonal moves.

In my opinion this is unnecessary. I don't need additional automation and calculations. I need the return of the original route search and that it be the same along the trajectory for both running and walking.

5
OXCE Bugs / Re: Zigzag?
« on: April 12, 2024, 06:30:49 am »
Pure OXCE 7.12, without any modifications.

During normal movement, everything is fine. When running, with the "control" key pressed, the soldier therefore moves to a line lower, instead of walking in a straight line.

6
OXCE Bugs / Re: Zigzag?
« on: April 10, 2024, 11:43:17 am »
OXCE 7.11.
I can’t provide a save because the current version of TFTU is very different from the public one and there is no English translation for it. Translation is in progress... a very slow progress.

I mean running with the "control" key. Sometimes units will begin to zigzag, especially when the movement is not strictly in a straight line, or the tiles between the start and end point of the route have different movement costs.

7
OXCE Bugs / Zigzag?
« on: April 10, 2024, 09:23:30 am »
Meridian, What did you do that caused the units to zigzag as they run?  How to get rid of this?

8
OXCE Suggestions NEW / [Suggestion] Alien use Proximity Grenade
« on: April 04, 2024, 09:04:03 am »
At the moment, the aliens are not using Proximity Grenade at all. Let the AI regard them as ordinary grenades and use them. Just need to be careful so that the AI does not stop regarding the activated Proximity Grenade as a threat.

9
OXCE Suggestions NEW / Re: [Suggestion] Add hotkey B = exit base
« on: April 04, 2024, 08:52:29 am »
Have you tried just pressing "Esc"?

10
Suggestions / Re: "Know Thy Enemy" from UFO Extender
« on: March 30, 2024, 03:20:07 pm »
It's not about what I want. but the fact is that the mod from 2008-2016 can do something that (OpenXcom + OXCE + OXCEB + all custom mods) in 2024 cannot.
UFO Exten does what OpenXdont

The fact is that UFO\TFTD-extender became obsolete with the release of OpenXcom. Many of its functions are already implemented in OXCE+. The rest can be implemented by scripts. Study the materiel - https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)

11
OXCE Suggestions NEW / Re: [Suggestion] Add Real-time engine
« on: March 26, 2024, 02:52:16 pm »
As far as I know, it was the turn-based mode which was added as an afterthought because the creators feared stranding too far from the previous instalments

Fallout feared this and did so, resulting in Fallout Tactics, where they introduced both modes in such a way that questions arose for both modes. Diablo 1 is a different story, but many are still happy with the result, despite the release of Diablo 3 and the remaster of the second part.

It's fine to prefer turn-based games, but saying that real-time games are objectively worse is silly.

I didn't say that real-time games are worse. I’m not criticizing the games of the Star Craft and Red Alert series, which I myself enjoy playing. It's just that in some cases, the transition from turn-based mode to real-time mode only spoils the game.

12
OXCE Suggestions NEW / Re: [Suggestion] Add Real-time engine
« on: March 26, 2024, 12:26:49 pm »
How about adding a real-time engine to OXCE?

XCOM 3 Apoc is very good in real time (anyone even played the slow turn-based mode?)
Diablo 1 was also planned to be turn-based. But they released realtime and it was better

That's why I didn't play in the XCOM 3 series and above, precisely because of this unnecessary mode. By the way, Fallout-3 and higher, with a realtime engine, showed their inferiority, in comparison with the first two parts of the series.

But about the step-by-step Diablo 1 - this is an interesting thought. I think the idea of the modification to X-COM - is to put Diablo in strategy mode, where forces of hell will fight military units of the army of people... Not a bad idea for a modification.

13
OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« on: March 20, 2024, 12:36:58 am »
Medikits are already fully scriptable, you can do whatever you like.

For example? I haven't seen such scripts yet.

Also, adding a bonus to medkit effects depending on the type of soldier is a good idea.

14
sellPriceCoefficient:

I was trying to use the current implentation of sellPriceCoefficient and I was running into the exact same problem as stated here:
I can adjust the Sellprices but this largely effects the manufacturing money making machine I balanced the economy in Hardmode Expansion around.

May I suggest to add a nested list, of Items to which the sellPriceCoefficient should be applied to?
Code: [Select]
sellPriceCoefficient: [100, 85, 70, 60, 50]
sellPriceCoefficientAffectedItems:
  - STR_PLASMA_PISTOL
  - STR_PLASMA_RIFLE
  - STR_HEAVY_PLASMA
  - STR_MIND_PROBE

All other Items would still have their fixed price, and if the list is empty (as by default), then the sellPriceCoefficient would be applied to all available items.

This would this awesome feature for me exactly the thing I need to balance the economy in Hardmode Expansion for lower diffciulty levels (my goal is to enable players to also enjoy lower diffciculties, in case they wanna do so.)
I basically only want to have the sellPriceCoefficient effect collectable loot from aliens.

Hope this is going to be heared, you guys are awesome :)

hellrazor, I completely agree, but it would be better if such a modifier for the sale and purchase price, depending on the difficulty level, was a property of the item itself. That is, there is a global modifier “sellPriceCoefficient”, and there is an individual modifier in the item itself. Plus "buyPriceCoefficient".

As long as I can set it up so only a selections of Items gets the "sellPriceCoefficient", I would not mind this solution either.

Suggest entering "sellPriceCoefficient" and "buyPriceCoefficient" for items and ships.  :)

15
hellrazor, I completely agree, but it would be better if such a modifier for the sale and purchase price, depending on the difficulty level, was a property of the item itself. That is, there is a global modifier “sellPriceCoefficient”, and there is an individual modifier in the item itself. Plus "buyPriceCoefficient".

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