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Messages - Xtendo-com

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31
Suggestions / Re: x-com bases with sizes other than 6x6?
« on: April 25, 2016, 07:27:18 pm »
For some reason, I thought it was already implemented...
Yes, but not with latest nightly, not a ruleset and not tested enough. I mostly wounder about geoscape to battlescape translation with different size of x-com base. I don't know if currently code is flexible enough to use different size or it was hardly intended to use default vanilla size, so different size may introduce invisible for a first time bugs.
For example, when I enabled manual abandoned experiment like manual control of civilians, I introduced different bugs like no morale losses for civilian, you can open inventory and put a gun that looks weird for civilian, no TU and energy restoration for manual controlled civilian after a turn, you can't save civilian by aborting mission even when he stands on exit zone, civilian can restore a morale when alien kills your soldier and etc. Just because it was not intended to use initially like that way.

32
Suggestions / Re: Smarter Civilian AI?
« on: April 25, 2016, 06:39:06 pm »
What does 4 mean?
Civilians technically don't ever panic since they always has 100% morale. They just walk around and takes a decide to escape if noticed an alien. I forced to use escape mode in any situation, so only in panic state they will flee around the map.

A dead civilian reduces xcom and alien morale too?
For x-com operative - like you lose own soldier
For alien - like they kill x-com operative
For civilian - significantly decreases a morale when x-com operative is not nearby (technically when not under the player control).

33
Suggestions / Re: Smarter Civilian AI?
« on: April 25, 2016, 06:14:27 pm »
I tried to make civilians less useless and force you to care about civilians. What was done:
1) Applied yrizoud's code that implements a manual way of controlling civilian when x-com operative is nearby.
2) Civilians always hides from aliens by breaking line of sight by default and don't do brainless stuff like walking around just for fun except for panic state.
3) Civilians can lose morale.
4) Civilians can panic like your soldier when morale is low. In panic state they always flee.
5) The death of civilian affects a morale of every side.
6) You can't open inventory of civilian anymore.
7) Civilian can be saved from exit zone when you abort mission.
8) Civilian lose less morale when x-com operative is nearby.

If interested, you can try OXCHA with enabled "Extend civilians behaviour" in advanced options.

34
Work In Progress / Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: April 25, 2016, 05:55:49 pm »
New version:

New advanced option "Extend civilians behaviour".
New advanced option "Alternate clip consumption" by Arthanor.
Fixed a bug in "Increase survivability of x-com soldiers" that was applied also for mind controlled aliens.

35
Suggestions / Re: x-com bases with sizes other than 6x6?
« on: April 25, 2016, 04:23:52 pm »
So, according to this discussion,  options to mod number of bases and size of bases do not exists, because modders and players couldn't handle the freedom?  :o
No one was interested enough to implement that feature and then fix bugs you can introduce later. For me that is a big change since you can easily explode entire game to desktop with hard to diagnose bugs.

36
Released Mods / Re: [MAPS] 20x20 ALT/Farm +Map fixes +Terrain
« on: April 25, 2016, 03:36:06 pm »
Hum.. so shoot the nearest cow instead of the soldier pointing the rocket launcher at you? Not great..
In firsts turns you should exit from transporter as safely as possible. One turn you will skip anyway with thrown smoke grenade. I don't think that animals survive after a few turns. Most of them will be killed. So you can rarely use animal as cover.

37
Released Mods / Re: [MAPS] 20x20 Farm +Map fixes +Terrain
« on: April 25, 2016, 02:59:00 pm »
with very low penality.
Imagine report of the next month

how is the AI's target priority set?
Find nearest target and shoot if visible.

38
Programming / Re: [Patch][Test]Bullet saving patch!
« on: April 25, 2016, 11:43:45 am »
Verbose version, so you can check that clip saving patch actually works as intended
Spoileroutput from console:
[VERB]   Total STR_RIFLE_CLIP by available bullets: 49 (bullets: 997) (clipsize: 20)
[VERB]   Total STR_RIFLE_CLIP by available bullets and chance: 50 (bullets=997) (additional bullets=11) (clipsize:=20)
[VERB]   Total STR_HEAVY_PLASMA_CLIP by available bullets: 4 (bullets: 172) (clipsize: 35)
[VERB]   Total STR_HEAVY_PLASMA_CLIP by available bullets and chance: 5 (bullets=172) (additional bullets=5) (clipsize:=35)
[VERB]   Total STR_PLASMA_RIFLE_CLIP by available bullets: 4 (bullets: 137) (clipsize: 28)
[VERB]   Total STR_PLASMA_RIFLE_CLIP by available bullets and chance: 5 (bullets=137) (additional bullets=3) (clipsize:=28)
[VERB]   Total STR_PLASMA_PISTOL_CLIP by available bullets: 5 (bullets: 130) (clipsize: 26)
[VERB]   Total STR_PLASMA_PISTOL_CLIP by available bullets and chance: 5 (bullets=130) (additional bullets=17) (clipsize:=26)

39
Programming / Re: Development environment
« on: April 25, 2016, 10:58:58 am »
- OS: Host Windows 7 SP1 64bit, Guest XUbuntu 14.04 32bit using virtualbox
- IDE: None.
- Code editor: notepad++ in Windows and notepadqq in XUbuntu
- Compile: under XUbuntu 14.04. I use make from src/makefile.simple (Linux binary) or src/makefile.mxe (Windows binary). You can found makefile.mxe form Yankes or Meridian repository.
- Watch variables through log: I add Log(LOG_VERBOSE) << " Text of variable: " << variable and run linux binary through terminal with enabled verbose output in openxcom config.
- Step-by-step execution and breakpoints: GDB. In order to compile with symbols (you get "no debugging symbols error" in GDB) just modify src/makefile.simple and add -g option into CXXFLAGS. Recompile.
- Git: command-line version

40
I can confirm that latest changes in nightly randomly crashes even in vanilla. I think found the reason - fix #1216. My soldier get unconscious state after alien shoots, no message about unconscious state, no animation for unconscious state and crash.

Steps to reproduce a bug in "openxcom_git_master_2016_04_24_0205.zip": in enemy turn, opponent should change soldier state to unconscious.

Attached a save. Load and skip turn.

41
Open Feedback / Re: Why so Hard?
« on: April 25, 2016, 06:39:21 am »
Snow
Use smoke grenade. It's very useful thing. Significantly increases survivability.

I easily end up with all my soldiers dead in the very first mission.
Remember my first attempts...

42
Suggestions / Re: Civilians fighting back
« on: April 24, 2016, 02:24:27 pm »
I think that can be implemented without mush of code rewrite if we don't need to write fight functions completely for civilians. Civilians don't have sprite when holding weapons so they look weird when you give a gun. But they can throw something, like kitchen knife that actually an instant grenade with invisible explosion and one tile distance blast. Technically when they tries to escape, calculate a chance to throw knife, give a knife to his hand, find nearest visible target and throw knife.

43
Which is certainly a part of some evil plan of Microsoft, because no sane and well-intended person would come up with an idea of keeping saves and settings on your system drive instead of the game.
I think it's not an evil plan just a security model where user shouldn't have a right to write under the application folder. In windows even steam ignores that security model and after installation modifies access right of steam folder to full access for every users. Because that security introduce a lot of problems for home users and can be used properly only by advanced users anyway.

44
Suggestions / Re: Smarter Civilian AI?
« on: April 22, 2016, 09:31:01 pm »
Currently AI of civilians have two states:
1) Patrol mode. Walk around the map if alien not noticed.
2) Escape mode. Tries to break line of sight if alien noticed.

When I changed mode to always escape, civilians don't move and sit quietly until they meet alien. When alien noticed a civilian, civilian tries to break line of sight, but don't know how to choose a better cover. Anyway civilian that sit quietly and tries to break line of sights has more chances to survive than wandering civilian. I also planning to add a morale rules to civilians, so they will panic and flee around a map only when morale is low. I also noticed that civilian has... 80 brave stats by default ruleset.

45
Work In Progress / Re: Farming
« on: April 22, 2016, 04:22:40 pm »
I'd rather not have animals added as units for a ton of reasons already mentioned above.
So I can't anymore to mind control sheep and put some high explosives? :'( Now I'm not free to experiment with exploding sheep.

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