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Messages - Thirsk

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31
Work In Progress / AI Aggression and Intelligence ranges?
« on: February 07, 2017, 12:07:26 pm »
I had a look at the nightly ruleset for reference to AI units but the values only show Aggression from 0 to 2, whereas nothing is specified for Intelligence. Does anyone know the exact ranges we can use?

32
Thanks for such speedy updates Meridian!

33
OXCE Suggestions DONE / Re: [EXE] Craft Tractor Beams
« on: February 07, 2017, 02:37:10 am »
Haha you're right, I'm lucky I didn't try this out yet or else I'd be splitting hair for hours.

Oh I'm happy to hear that, because the first thing I do when I visit the forums is check for any new scripts :P

34
OXCE Suggestions DONE / Re: [EXE] Craft Tractor Beams
« on: February 06, 2017, 11:13:10 pm »
Ohartenstein let me be the first to say, I love your scripts!! Each of them are amazing!

35
Work In Progress / Re: AI's priority in Alien Deployments?
« on: February 06, 2017, 11:08:16 pm »
That sounds awesome. Looks like the ai is a lot more smarter than I thought. Thank you for that perfect answer!

36
Open Feedback / Re: Many thanks from an old xcom player, new to openXcom
« on: February 06, 2017, 06:17:22 am »
And I too feel the need to chime in and thank all you developers for turning X-Com into such an amazing experience.

It's unbelievable how you guys have turned an old, bug-ridden engine (I've never finished the game thanks to crashes and corrupted save files) into an such an enhanced, stable and limitless one. I stumbled upon this site a few months ago but am constantly amazed at the development made on a daily basis. I could miss a week and I'd be lost in the sea of new features.

Thanks to Open X-Com, I actually feel like I've been thrown back into the past like it's 1994 and I'm the giddy little kid jumping and squealing on every mission like it's X-mas day. And I seriously cannot believe I'm playing this game again when there are so many Triple A 3D games out there. Like, just a month ago I was playing Battlefield 1 and how on earth did I turn from that to this! There was also the high quality remake of X-Com 2012 and while it was good, it was too streamlined and arcade-like for my liking. Vanilla X-Com 1994 with all its tactical options, terrifying atmosphere and customisability already topped it, but this... this OpenXcom undoubtedly takes the crown.

But anyways, I don't know that many of you but I'd like to thank all you guys again for your dedication, passion and teamwork. Including the modders, who utilise these codes to the fullest extent and transform the game, taking us peasants to imaginative new worlds! And thanks to all you kind folks who help out with time-consuming questions (especially mine!) or just take the time to consider our wild development suggestions.

You guys all rock.

37
Work In Progress / AI's priority in Alien Deployments?
« on: February 06, 2017, 05:25:55 am »
Hey guys, I'm having trouble figuring out how to write the weapons "data" in Alien Deployments  ??? So I have a few questions regarding the AI's priorities!

1. If you give the AI a grenade along with a double-handed weapon, would the AI thoughtlessly hold both together at the same time? Or is grenade placed in the belt or elsewhere until the AI deems necessary?
For example:
            - STR_ASSAULT_RIFLE
            - STR_ASSAULT_RIFLE_CLIP
            - STR_ASSAULT_RIFLE_CLIP
            - STR_GRENADE

2. Now if I were to give the AI an extra melee weapon (see below) would the grenade ever be used? I'm guessing the knife would be taken first and held in the other hand and the grenade would be stored away in belt?
            - STR_ASSAULT_RIFLE
            - STR_ASSAULT_RIFLE_CLIP
            - STR_ASSAULT_RIFLE_CLIP
            - STR_KNIFE
            - STR_GRENADE

3. Does the order in which you write it even matter? If I moved the grenade up, would that mean the grenade has the bigger priority and the knife will never be used?
            - STR_ASSAULT_RIFLE
            - STR_ASSAULT_RIFLE_CLIP
            - STR_ASSAULT_RIFLE_CLIP
            - STR_GRENADE
            - STR_KNIFE

38
Hi robin, this is a long shot but do you still have the mib base you made years ago shown on this thread? I wanted to try adding in mib missions for myself that includes attacking a base and that place looks like a lot of fun (and stressful) to siege!

39
OXCE Support / Re: How to block other hand completely?
« on: February 05, 2017, 04:22:55 pm »
Oh I see.. that is a bit troublesome since I'm still new at this..I was hoping it would be a simple line code ;D Thanks guys.

EDIT: Sorry for mucking up the forum, Solarius. I seem to keep posting in all the wrong places!

40
OXCE Support / [Answered] How to block other hand completely?
« on: February 05, 2017, 04:00:36 pm »
When holding a double-handed weapon, there is "Blockbothhands: true" but that still allows the wielder to hold another item (even if they can't use the weapon subsequently.)

Is there a way to completely block the wielder from picking up another item?

41
Resources / Re: Bulletdesigner shipyard
« on: February 05, 2017, 03:57:41 am »
Also no pressure but how is the awesome new plane coming along..can't wait to try it!

42
Wrong thread to ask this, you can ask Yankes directly on one of his threads, but the math goes as this: a weapon/ammunition has a poison strength, that on damaging a target is multiplied by a target unit's susceptibility / 10 (default of 0), so a susceptibility of 20 means twice the poison's power is placed on the target as the poison level on the unit.  Then, each new turn (both player and alien turn), the current poison level is subtracted from it's health, and the level goes down by one.  Thus in the example script, if the pistol poison clip (strength 6) does damage to some martian (susceptibility 20), a level of 12 is applied to the martian, and it turns green. Start of its next turn, it takes 12 damage, and the level becomes 11, start of your next turn it takes 11 damage, and the level becomes 10, etc. If at any time it takes damage from a poison weapon where strength * susceptibility / 10 is greater than the current level, then the level is set to that new number.

Oh my bad, I am in the wrong thread lol. But thanks a lot for the detailed answer..can't wait to try it out in game. Actually, just realised that you mentioned that strength is multiplied by susceptibility/10, but susceptibility being default 0, would that mean if I don't define susceptibility on every armour as 10 or more, there would be no poison effect?

43
Personally I liked the idea, could be useful for lightsabers that have their own blocking or dodge ability. But it's no biggie, not expecting half the things I request to be fulfilled :P

Anyhow, can I please get some clarification on how the poison script works? As there are three variables but none are explained and I'm ashamedly not bright enough to figure it out lol.
Poison Strength
Poison Susceptibility
& Poison Level

44
Work In Progress / Re: How to run research-dependent mission once?
« on: February 03, 2017, 03:01:31 am »
Thanks Solarius! Actually I figured out after many hours of hair pulling that the problem was I was using the wrong IDs for global locations  :-\ funny how just a few numbers can make or break a game!

45
Work In Progress / Re: How to run research-dependent mission once?
« on: February 02, 2017, 12:29:55 pm »
I'm having trouble trying to work out the opposite of this.

How do you stop a mission script (with no lastmonth variable) from continuing? I tried to put in research trigger: STR_SABOTAGE to false. So that would mean that if I researched SABOTAGE, then the mission script would finally stop? Seems to keep going for me..

Or is it that the mission will keep repeating each month and I have to research it every single month to prevent it from executing? How is that possible..lol I'm so confused.

EDIT: Strangely I can't seem to stop missions from repeating at all. Setting lastmonth to 0, maxruns to 1...nothing seems to prevent it from coming back month after month. Is there some kind of bug?

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