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Messages - Xtendo-com

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16
This is a pretty old thread
Yes, but feature is already implemented, works without a lot of rewriting and looks interesting for me. I simplified a code without checking would you hit an enemy by explosion, draws circle over all objects ("smart" circle draw below objects will require a lot of reworking of drawing objects) and changed a code to show blast radius for every weapon, not only for things that you can prime.

I'm pretty strict about not re-loading when bad things happen to my troops,
I also like playing in roguelike style with permanent fails if bad thing happens.

I could look up each weapon's radius and count tiles anyway, but that's very tedious so I just test and re-load.
Later I found that we need count also a damage. You can define a crazy radius in ruleset but with low damage it's not possible to damage everything in blast radius. So low damage reduces a blast radius and huge red circle will confuse you at that case. I added another yellow circle. In a screenshot I'm trying to throw a grenade. Red circle shows max blast radius without counting damage. Yellow circle shows efficient blast radius taking into a consideration a damage. Everything in red circle are less likely that somebody will receive damage.

17
I think that we need a simple thin red ellipse that draws over all tiles and shows you an approximate blast radius (not tile by tile accurate) for every weapon. It's anyway better than feelings of danger zone.

18
Suggestions / Re: Smarter Civilian AI?
« on: May 02, 2016, 07:24:09 pm »
Interesting mechanic! If you beat them up, you risk hurting them (like all the taser "accidents"). 9 damage sounds like a lot, but I guess it doesn't happen all that often..
Yes, they dies after 4 turns with max HP and if you really unlucky with HP random damage. It's hardcoded to default openxcom behavior, so I didn't take into a consideration a rulesets with non default HP for civilians and non default stun recovery from medikit. Also civilian resets a stun level to current HP with random additions (1-3 stimulators needed, but hardcoded to default behavior), so you don't need to spend a crazy amount of stimulators like 10 and more if you too overstun him.

Leaves stunning as a good way of quickly getting a civilian off an alien's target list,
Mostly you don't need to stun civilian at all if they under your control. Notice that you will get a control of civilian if he 7 tiles away from you (you can't get a control by x-com operative that panic or in berserk state), but if he 2 tile away from x-com operative civilian will never panic even with 0 morale, so you can escort to safe place without stun.

19
Work In Progress / Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: May 02, 2016, 04:06:28 pm »
However, all these different branches are a bit confusing :/
You mean you don't understand what advanced option does or an external links to github branch? Externals links that related to source codes I grouped to another drop-down list.

20
Suggestions / Re: Smarter Civilian AI?
« on: May 02, 2016, 03:26:06 pm »
What does "Civilians lose a pulse in unconscious state, so never stun civilians without a special reason" mean? They die if they are made unconscious?
Yes. They get random damage from 1 to 9 every turn. Also I made a an another advanced options that applies that rules also for x-com operatives ("No pulse in unconscious state"), making a small launcher an another variant of deadly massive weapon in arms of aliens.

21
Suggestions / Re: Smarter Civilian AI?
« on: April 29, 2016, 05:34:48 pm »
If anyone interested, I tried to made some improvements in civilians.

What changed was from vanilla:
  •     You can save civilians when you abort missing
  •     Civilians sit quietly and tries to break line of sight instead of walking around except when they panic
  •     Civilians can lose a morale. They lose a morale after noticing an enemy at start of civilian's turn, lose a morale after every death of humans.
  •     You can control civilians manually when x-com operative is nearby (7 tile away)
  •     Civilians lose less morale under player control
  •     Civilians under player control never panic when x-com operative is alongside (2 tile away)
  •     Civilians lose a pulse in unconscious state, so never stun civilians without a special reason
  •     Changes turn priority to: Player, Civilians, Aliens. So in first turn civilians can break line of sight

I added this in my OXCHA as advanced option.

22
Work In Progress / Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: April 29, 2016, 05:23:08 pm »
New version:
  • New advanced option "No pulse in unconscious state".
  • Made improvements in "Extend civilians behaviour".
  • GIT branches synced with latest changes from OXC nightly.

23
Suggestions / Re: Alien Base information
« on: April 29, 2016, 04:11:22 pm »
the base names should be made modifiable.
Now in latest OXC nightly you can do this.

24
Suggestions / Re: Alien Base information
« on: April 27, 2016, 11:18:46 am »
Basically the problem is, how do you get this sort of info?
By patrolling area. Vanilla way makes no sense about finding enemy base anyway. How by patrolling area you can find underground alien base without alien's technology? They really don't even tried to hide a base? Why aliens don't care about humans UFO that scout the area or follows them?

25
Open Feedback / Re: Why so Hard?
« on: April 27, 2016, 07:36:32 am »
It is also worth pointing out that aliens will also gain full knowledge of everyone in the map at/after Turn 10 [TEN!] if only 2 aliens are alive.
He just has a full knowledge of everyone on the map (see attached file.) :D

I'm going to start doing so. I was avoiding smoke grenades for awhile and just attacking brute force - like yesterday.
Aliens can't shoot even if they known your position without visual contact. Except if you play psyHoTik's alien snipers experiment, but in cheat turns they anyway can't shoot without scouting and noticing you.

26
Programming / Re: Last build OK?
« on: April 26, 2016, 08:39:28 pm »
yaml-cpp-0.5.3
Use yaml-cpp-0.5.1. Only OXCE or OXCE+ can be complied with newer version of yaml-cpp without modifications to source code.

27
Programming / Re: Last build OK?
« on: April 26, 2016, 06:44:55 am »
I wounder about applied fix #1216 that not reverted but crashes a game. In bug tracker you can found three crash reports that related to fix #1216. So you need also revert that commit if you want to get a stable build.

28
Suggestions / Re: x-com bases with sizes other than 6x6?
« on: April 25, 2016, 10:32:17 pm »
Ooh, I wondered why had taken care about this. In fact vanilla Openxcom already lets you MC civilians, so I didn't double-check for possible bugs when you control them.
Mostly because you don't care about civilians. Also because you can't do anything but stun civilian like brainless animal. That looks too silly for me. I found your code and it was an inspiration for some experiments that should make civilians less useless.

29
Released Mods / Re: [MAPS] 20x20 ALT/Farm +Map fixes +Terrain
« on: April 25, 2016, 09:01:11 pm »
For that we need help by Developers.

But the animals are for scenario decoration not for save them.
If there are will be enough ready to use units, I think it will not be abandoned and will be introduced without weirdness like civilians with sprites of animals.

30
Suggestions / Re: Smarter Civilian AI?
« on: April 25, 2016, 08:14:20 pm »
Better than my usual "stun all civilians so they don't get themselves killed/in the way" procedure.
That also works even in my modification and still a better solution. Even with manual control they may panic and flee from a player because they anyway not bravery enough. And even better, you can abort mission with a pack of unconscious civilians in one tile on exit zone and the game will count them as saved. I want later to break that solution, so you will never stun a civilian without a special reason. Like stunning a civilian will be equivalent to bleeding to death, so after some turns he will die if not restored with medikit. Also I will provide a way to handle a panicked civilian without stun.

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