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Messages - Thirsk

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16
Work In Progress / Re: AI Aggression and Intelligence ranges?
« on: February 09, 2017, 11:43:35 pm »
Uh hold on a minute guys..did someone say there was a run option? How does one do that? Or do you just mean long movement on its own is considered running?

17
Work In Progress / Re: AI Aggression and Intelligence ranges?
« on: February 09, 2017, 10:23:56 am »
Thanks for the explanation. I always suspected that was the case, but didn't know 100% for sure. Note to self: You can run, but you can't hide.

Lol saying it like that puts the image of a Scream/Friday 13th psychopath chasing you with a knife into mind!

18
Work In Progress / Re: Randomise starting base facilities
« on: February 09, 2017, 08:28:34 am »
A script could (re-)generate an actual mod which defines the starting base layout.

Oh that would be perfect but the question is if anyone would actually make one :'(

19
This is the last version of the mod that included that map (MBASE01.MAP) and the terrain (AREAURBITS, AREAURBAN, AREAROADS, AREAFRNITURE)** it needs.
In terms of ruleset, it was simply a landed UFO (though, with mapscripts there could now be a better way to handle it).

** The terrain was by Hobbes.

Oh that's awesome. Thank you so much! I will try to put it to some good use!

20
Work In Progress / Re: How to trigger a base defense mission?
« on: February 08, 2017, 12:37:28 pm »
Thirsk, just to share my experience, I too rarely have base defense missions even with though I play with aggressive retaliation on. I don't know why this is because others say they have them often, but I get maybe one in an entire campaign.

Just to test, if I just let time run without shooting down any of the UFOs I detect, I'll get a base defense mission fairly quickly. But if I play the game through properly and shoot down every UFO I detect, then I almost never get base defense missions. I agree with you that they're fun and a change of pace from the regular crash site missions, so I wish I got them more often.

Asking a follow-up question, is it "moddable" to change the chance (as a % I assume) of the aliens detecting your base when flying by? I assume this is hard-coded because I haven't seen it in the rulesets, but asking in case.

Yes, finally someone who agrees! Yea there's simply not enough of them in a campaign. I mean, just knowing you cannot afford to lose otherwise goodbye base and most likely game, it really intensifies the game. Plus having a good tour of your base is fun too :P

I haven't tried aggressive retaliation yet since I'm still tweaking the game here and there, but hopefully it'll have the intended effect. If only there was a way to increase detection..is it possible to edit the radar range of UFOs?

Heck no!
In vanilla, I don't shoot down anything except Terror Ships with Chryssalids.

Everything else is much more valuable when landed.

Ah I'm quite guilty of shooting everything down...lol

21
Work In Progress / Randomise starting base facilities
« on: February 08, 2017, 01:54:37 am »
Is it possible to randomise the positions of starting base facilities? I don't really want to place them myself in advanced options since it feels cheat-y..

It just seems like something that can offer new experiences and more replayability in base defense missions.

22
Work In Progress / Re: How to trigger a base defense mission?
« on: February 08, 2017, 12:02:16 am »
Ah I see, I guess it was wishful thinking. Thanks for the help.

23
Work In Progress / Re: How to trigger a base defense mission?
« on: February 07, 2017, 11:56:49 pm »
Edit the save.

Oh ok.. is there any other way?

24
Work In Progress / Re: How to trigger a base defense mission?
« on: February 07, 2017, 11:31:02 pm »
Hmm now that I think about it, having aggressive retaliation on isn't exactly what I had in mind. Say if I wanted to trigger a base defense mission 100% in month 10, how would I go about that?

25
Work In Progress / Re: How to trigger a base defense mission?
« on: February 07, 2017, 05:01:54 pm »
What! That's brilliant, I can't believe I've overlooked it all this time..I'll enable it immediately since I love base defense missions.

Also since I'm using Robin's Mib mod at the moment, is it possible to customise it so that (in base defense missions) the Mib race gets human guns and rifles rather than the default alien plasma weaponry?

26
Work In Progress / Re: How to trigger a base defense mission?
« on: February 07, 2017, 04:46:18 pm »
Oh that's odd..I try to trigger it through mission scripts but they end up flying around searching and giving up. Was it because I didn't fly out to attack them with interceptors that they couldn't locate my base?

What does aggressive retaliation do? I never really understood it. Does it mean every time I shoot down a ufo craft, they'd try to find my base?

27
Work In Progress / Re: How to trigger a base defense mission?
« on: February 07, 2017, 04:11:12 pm »
Just don't build base defences?

For future I have the "skip base defense GUI" feature on my todo list for OXCE+, but it's just laziness... you can just as well not build it in the first place.

Oops I should have been more clear.. what I meant was that the odds of them locating the base was rather low unless you spawn lots of ufos. I'm more than happy to have the base defense scene. Just not too happy about having to spawn so many ufo's for a *chance* that they will find my base, without definite certainty.

28
Work In Progress / How to trigger a base defense mission?
« on: February 07, 2017, 03:40:58 pm »
I know you can trigger a retaliation mission where ufo's come flying around in attempt to locate your base and attack it, but the odds of them succeeding seems rather low (unless you force a huge wave of ufo's but that seems a little ridiculous.)

Is it possible to force it with 100% possibility? Even if it means skipping the scene where ground defenses fire at the invading battleship, and going straight into the battlescape.

29
Work In Progress / Re: AI Aggression and Intelligence ranges?
« on: February 07, 2017, 03:35:03 pm »
Woah now there's a lot more numbers to try.

So far I've tested aggression 5 but when the AI has both melee and throwable in hand, it ends up using the throwable rather than melee. I was hoping it would come in close for a melee attack but have yet to come across that scenario yet. Unless I drop their throwable completely and give them nothing but grenades and melee weapons, they never seem to go into a melee fight.

Oh what a strange coincidence I actually helped indirectly with bug testing haha! I'll try aggression 7 when it's all fixed  :D

30
Work In Progress / Re: AI Aggression and Intelligence ranges?
« on: February 07, 2017, 02:07:15 pm »
Thanks guys, I'll try and play around and see what the differences are between the aggression numbers. Is 5 the limit to aggression or can it go higher?

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