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Messages - Ethereal

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16
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.

17
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.  :)

18
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".

19
Offtopic, but still: is there an option to remove the sort button in Uforedia, the list of soldiers and everywhere else? I just don’t use these sortings and the sorting buttons just get in the way.

20
Вроде как последняя версия исправления для русскоязычных ресурсов

Спасибо, товарищ. Исправления будут учтены, но обновление будет, судя по всему, не скоро. Переводчик в запое, хоть самому переводи гуглом...

21
I guess nobody ever used this feature, eh?

Since the beginning, no ammo was spent when a shot missed.
Fixed today.

It’s just that the stationary defense function has not yet been highly refined. It does not take into account the "shieldCapacity" of the UFO (which should also include the "shieldDamageModifier" parameter for defensive structures), as well as "avoidBonus" and "armor". In addition, it is not certain that the "raceBonus" is taken into account. This is actually why such little things as ammunition consumption go unnoticed and seem unimportant.

22
I get ya, currently experiencing some painful moments as I admit, that there are many choices for crafts, weapons and researches after a mission or two. It appears that lazers are good all rounders but i also am wondering when conventional weapons are actually able to be dropped. Currently going to do another run with it as I currently have lost to a cultist mission, first one I had seen and was woefully under prepared. Oddly enough purchasing heavy armor for my troops was not that expensive but was unable to equip it to them. Other than that I had been enjoying it all

Ufopedia has information on what armor needs to be made for what class of infantry. As for lasers, they are distinguished by their accuracy, while plasma destroys armor even when it does not penetrate it, Gaus ignores 50% of the target’s armor, and Acoustic weapons have the most powerful damage and stopping effect. Thus, relying on heavy armor is not the best solution. It has worse visibility and speed of movement and no camouflage devices. That is, there are tactics for using heavy armor, with the total use of smoke, and fragile reconnaissance drones, or for storming colonies, where in narrow passages light armor loses almost all its advantages, but in open areas camouflage works better than strong armor.

23
I don’t want to disappoint too much, but the modification has turned away from the path of endlessly adding new content. On the contrary, I am now trying to simplify the game (in terms of choice, not complexity) and cut out unnecessary elements.

In any case, thanks for the feedback.

24
Doesn't work.

He said "without using a dummy third empty hanger".

Well, then there is only one way out, enter the size of the space occupied in the hangar for ships, and ships with a size of zero will move freely. Is not it so?

Although in reality, don’t have to bother and make the elevator a hangar if you really want to.

25
Hello,

1.

Could we get implementation of a mechanic where if two craft were in flight we could swap their assigned bases?

So, if Craft Alpha leaves from Base 1 and If Craft Beta leaves from Base 2 they can swap assigned bases.

Reason being for moving teams of dudes and gear in a leap frog fashion without using a dummy third empty hanger.

Use the "canTransferCraftsWhileAirborne" option. You can “true” in options.cfg or in the options menu “Transportation under your own power”, I don’t know what to call it in English.

26
Interesting solution. Thank you.

27
OXCE Suggestions Archive / Re: [Suggestion] Cargo Craft
« on: December 31, 2023, 02:36:29 pm »
The fact is that he already is. I just needed an option to remove “non-combat” from the list of equipment for landing ships.

In the meantime, I have to use "ignoreInCraftEquip: false" for absolutely all items.

28
OXCE Suggestions Archive / Re: [Suggestion] Cargo Craft
« on: December 31, 2023, 11:55:13 am »
You can already transfer items between bases (using invisible abstract cargo crafts).

What do we need cargo craft for?

It's all about the "canTransferCraftsWhileAirborne" function. Thanks to it, you can move ships from base to base for free and very quickly. This is how the idea of cargo ships appeared to move cargo between bases, saving time and money. And if a regular transfer between bases takes 10 hours to move cargo, then the ship will fly in a few minutes.

29
1) Yes, of course. Ships with "maxItems: 0" should ignore this weapon bonus.

2) There must be a check. If the ship has the "maxStorageSpace:" parameter, then a similar weapon bonus works. If not, the bonus is ignored.

I have plans to use both bonuses in one weapon, or rather in a module that will be used by both landing and cargo ships. Landing ships have only “maxItems:”, cargo ships only “maxStorageSpace:”, and there will be one weapon/module for both classes of ships.

Oh yes, there should be no negative values. Just to avoid mistakes. I won't need negative values, but others may need them. It's up to you.

30
Fixed in OXCE 7.10.1

What about my request?

I suggest adding “maxItems” and “maxStorageSpace” there too, for a complete set. :)

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