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Messages - Ethereal

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31
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.

32
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.

33
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.

34
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.

35
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.

36
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.

37
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.

38
Released Mods / Re: Build mods from Ethereal.
« on: November 29, 2019, 05:04:30 pm »
In a previus post (https://openxcom.org/forum/index.php/topic,5724.msg119911.html#msg119911) the .zip file containng the mod is named "x-com united",  i guess the mod ha its name changed, so please update the first post?

The mod is in a state of refinement. I just forgot to test in English. With the next update I will try to fix it.

And why the mig bis?

Because BIS is the latest and best modification of the Mig-21, which is still in service in some countries. In the game, this is the most reliable interceptor at the start of the game.

The soldier speaking while being selected in battlescape reminded me of jagged alliance 2 by the way :)

These are the sounds from Red Alert 2 (mostly rus (unlicensed localization from City)).

39
Released Mods / Re: Build mods from Ethereal.
« on: November 28, 2019, 01:53:03 pm »
The red background, of course, is beautiful, but I still need the original one. Buttons - I do not quite understand. They are not tied to the globe. The globe itself is more like a TFTD. If you can combine the TFTD globe, with the drawing of depths, with the UFO globe - it will be a masterpiece!

I think it's worth asking the opinion of the whole community. Someone needs a hybrid globe, someone original from UFO, someone original from TFTD.

I many times I tried to do something with the globe and it did not end with anything good. In any case, I will use only what will be published for general use.

40
Released Mods / Re: Build mods from Ethereal.
« on: November 28, 2019, 10:15:17 am »
I can make vanilla globe if you want but i need something in return.

I'm always happy to share stuff.

If i build it, no body steal my colour scheme for geoscape, i like my colour very much and dont want to see it borrowed in other hybrid mod :P

 Good deal yes :P

 Not quite understood, but it's solvable by a separate, public version, free to use. All hybrid mods will be glad to such globe.

41
OpenXcom Extended / Re: [Suggestion] Weapons/Equipment by SoldierType
« on: November 27, 2019, 11:22:25 pm »
I had a similar idea, but not in the form of prohibitions and permissions to use different types of weapons by different classes of soldiers, but in the form of bonuses and fines, in the manner of "raceBonus". But I like and this idea.

42
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 27, 2019, 05:34:23 pm »
Vanilla mind shield facility has a mind power of 1.
If you build 2 mind shield facilities in vanilla, they have together a mind power of 2.

In OXCE, instead of building 3 mind shields with power 1, you could also build just 1 mind shield with power 3... both would have the same effect.

Oh, if I knew before ... Thanks for the answer. I think that for this parameter it is worth giving a more detailed description in the "ruleset reference", so that more questions would not arise. It says - "The power of the mind shield provided by this facility.", which misled me.

43
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: November 27, 2019, 04:59:03 pm »
Meridian please tell us how "mindPower" (facilities) works? The search provides links only to your presentations without any explanation.

44
Released Mods / Re: Build mods from Ethereal.
« on: November 27, 2019, 02:01:24 pm »
Alas, but I crash when I try to run this mod and load its resources. I have the latest version of OXCE - 6.1.1, only for Android, not on your PC. But it should work the same way. If you check the log, the game does not like the formats of graphic files, many of them, until you do not get completely unacceptable.
As far as I remember, Meridian has adapted many mods to the requirements of the new OXCE. Would it be worth it to do with this? Or is it impossible?
SpoilerRussian:
Увы, но у меня при попытке запустить этот мод происходит крах, при загрузке его ресурсов. Версия OXCE у меня последняя - 6.1.1, только для Android, а не на компьютер. Но работать она должна так-же. Если проверить лог, игре не нравятся форматы графических файлов, очень многих из них, пока не попадается полностью недопустимый.
Насколько я помню, Meridian адаптировал многие моды под требования новых OXCE. Может стоило бы ему сделать и с этим? Или это невозможно?

I don’t know what’s happening with Androyd, I don’t have it, but on XP and 7 the mod works. The images indicated in the log were not made by me, and I practically do not know how to work with images, except at the most primitive level. Maybe there is one of the experts on Android and image editors?

SpoilerRussian:
Я не знаю, что там с Андройдом, у меня его нет, но на XP и 7 мод работает. Изображения, указанные в логе делал не я и работать с изображениями практически не умею, разве что на самом примитивном уровне. Может найдётся кто нибудь из знатоков Андройда и редакторов изображений?

45
Released Mods / Re: Terrain Pack considerations
« on: November 27, 2019, 01:43:32 pm »
First, I want to thank the author of the Terrain Pack for his gigantic work.

My mod uses the Terrain Pack of a very old version. No changes made. I never thought that everything would be so serious. The author can familiarize himself with my mod and https://openxcom.org/forum/index.php/topic,5724.msg119911.html#msg119911 if he decides that his rights are violated, I undertake to correct everything according to the requirements of the author.

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