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Messages - Ethereal

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16
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 27, 2019, 07:55:00 pm »
I don’t remember where I read it, but there was information that the interruptPercentage "alienMissions" also works on landing UFOs when you them ground assault. Is this true, or is there an additional termination parameter after ground assault?

17
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 24, 2019, 12:21:10 pm »
Just want more control over the game. For example, the spread of damage is more to do, the type of damage is changed, the probability of an explosion for each UFO is different, and so on. :)

18
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 24, 2019, 10:43:22 am »
RNG (180-250, HE)

Can this be taken out into an adjustable global option?

19
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 24, 2019, 09:41:46 am »
We all know that downed UFOs explode power units. And where is it regulated and what determines the strength of their explosion? And is it somehow regulated?

20
Released Mods / Re: Build mods from Ethereal.
« on: December 22, 2019, 04:52:26 am »
- Added 8 transports such as TRITON, thank you "Precentor Apollyon" for terrains.
- A new type of soldier - Tank operator. For them there is armor imitating 2x2 tanks.
- Partially cut out "Terrain Pack".

21
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 15, 2019, 09:46:03 pm »
Meridian, thanks to you and Stoddard. Waiting for updates.  :)

22
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 15, 2019, 10:59:13 am »
If you send me a pm with your craft map and load order, I can send you back an optimized version that should work for your needs without making significant changes.

Thank you for the offer, but I already did everything myself. On some ships (such as Sentinel, Tactical Lightning), in the with the current loading system, a vanishing tank has nowhere to go. Only on the roof.

23
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 14, 2019, 01:10:01 pm »
Apparently this is very difficult to implement. I, in turn, found a temporary solution - adding additional spawn cells. True, it looks monstrous when the tank is respawn on the roof of the ship.  :D I'd like to hope that this measure is really temporary.

24
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 14, 2019, 10:20:59 am »
Loading order is:
1. HWPs
2. 2x2 soldiers
3. 1x1 soldiers

Yes I know. It is in this that's the problem.

25
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 14, 2019, 01:05:45 am »
Tell me, does the option that changes the order of loading units into ships exist?

Still continue to disappear 2x2 soldiers on some ships. And all because they are loaded after loading HWP. With 1x1 HWP and 2x2 soldiers, need a different loading algorithm.

26
OpenXcom Extended / Re: AI Behavior and Reaction
« on: December 12, 2019, 09:11:12 am »
To disable reaction shots you can use yscripts too, there is hook that detriment if weapon can react to movements, if you return 0 it will never do any thing.

Could you give more details? I have a bad English, and frankly, I don’t even know what to look for.
Add.
Probably means "XPIRATEZ_STEALTH_GUN". Perhaps this is an option for others, but not for mine. "reaction_unit.geReactionScore reaction_viewer;" means that the weapons in the second slot are also affected by this hook, which is very sad.

27
OpenXcom Extended / Re: AI Behavior and Reaction
« on: December 11, 2019, 02:05:20 pm »
That's why I gave you link in point 1b/.

Extended algorithm doesn't consider only the distance, but also firing accuracy, shot type, number of shots, how much TUs a shot costs, unit's intelligence, unit's aggression, etc.

Interesting. Thanks. I will try to apply it correctly.

28
OpenXcom Extended / Re: AI Behavior and Reaction
« on: December 11, 2019, 12:19:21 pm »
1a/ Aliens can auto-fire from any range. You can easily test this by removing snap shot and aimed shot from a plasma weapon. They just choose not to use it, because they think snap shot and aimed shot are better at larger distances.

1b/ If you want a different AI procedure for determining when which fire mode should be used, you can try extended algorithm by ohartenstein, see `extendedFireModeChoice` under: https://openxcom.org/forum/index.php/topic,5980.0.html

Thanks, I'll try.

I looked. "autoRange:" and "maxRange:" are used in my modification, but this does not change the essence. Another thing is if "min \ max Range" and "dropoff" could be configured for each shooting mode separately. But there are no such options either.

2/ You can block reaction fire by removing a snapshot. If you still want a weapon to have a snapshot (e.g. you want a snapshot for your rocket launcher), you can remove the real snapshot... and rename and redefine the autoshot to work exactly like snapshot (except it won't reaction fire).

And how will aliens use it? I am more than sure that the aliens do not care what the shooting mode is called. They will use the renamed auto-shot as an auto-shot, i.e. at close proximity.

I don’t think it would be extremely difficult and long time for you to create the “allowReactionFire:” function, which will solve many problems and save the modmakers from finding workarounds, that will inevitably be crooked.

29
OpenXcom Extended / AI Behavior and Reaction
« on: December 10, 2019, 08:50:14 pm »
1) Aliens have too small a range for Auto firing. In fact, they only use the auto-shot for firing a close rang. It would be necessary to increase the distance to at least 9-10 cells.

2) Urgently need an option for weapons, which would completely block firing on the reaction for all shooting modes. The fact is that the aiming mode of shooting is used by aliens almost exclusively at the limit of visibility. At an average distance, aliens do not use it, which means that weapons that have only an aiming mode are rarely used by aliens. At the moment, to deprive the weapon of the ability to shoot on the reaction - to deprive him of the “Snap” shooting mode, and this is the only mode of shooting at medium distance from aliens.

I believe that heavy rocket launchers, mortars, and some other types of heavy weapons should not be able to fire at reactions, but should at the same time have a "Snap" firing mode. It is impossible to do so far.

30
Work In Progress / Re: My Mod Development Diary.
« on: December 05, 2019, 12:55:56 am »

The only headache I have now, is the mission site and alienbase not working properly, when it appeared on a sea texture because the Aliendeployment can't be switch with the current OXCE build.

I also ran into an alien base problem. However, by doing the following;

Code: [Select]
alienDeployments:
  - delete: STR_ALIEN_BASE_ASSAULT
alienMissions:
  - delete: STR_ALIEN_INFILTRATION
  - delete: STR_ALIEN_BASE

the problem is gone. The truth is all the remote will have to prescribe in mod. And it is necessary to remove, because otherwise the alien base will not be able to make a two-level.
By the way, I have 3 different alien bases in mod. Try to do different missions, one for building bases in land regions, the second in sea regions.

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