Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Absalom

Pages: 1 [2] 3
16
XPiratez / Re: [MOD] Streamlined Armor Manufacturing
« on: January 08, 2017, 06:47:10 am »
Could we have more information on how it actually works?

17
After Yankes introduced reaction scripting (not sure when exactly that happened) the hit log was logging reactions (a LOT) even if there were none.
I have fixed it today.

Ja it was a bit of a cheat.  Your gals would suddenly stop and you'd check the log and sure enough, reaction fire check for someone you didn't see.

18
Auto processing would certainly be possible - but it's a lot more complex than auto-sell, or infinite manufacture; because unlike those other things, there are are several micromanagement decisions which need to be made by the player in order to process the prisoners. For example, how many runts to assign, which current process to remove those runts from; start immediately, or wait until current projects are complete, etc.

Because of this, I don't expect auto-processing of prisoners will become a feature any time in the near future. It would be a significant amount of work to implement, and it would be potentially difficult to integrate into the UI in a useful form. So unless there are other major automation features added to the manufacturing system, I don't think auto-processing of prisoners will happen.

Yes I anticipate a long difficult road.  Will report any progress in a new thread.

It would be a change in the code (executable).

You would need to create the manufacturing projects in/during the mission debriefing (class src/Battlescape/DebriefingState.cpp).
Make sure to make it optional.

PS: most manufacturing code is located in classes: src/Basescape/*Manufacture*State.cpp
PS2: if you expect somebody else to do it for you, see post above (from karadoc) first

Alright thanks I will start there.  Though I think I will start from the idea of having the relevant manufacturing projects already started, just "paused" due to lack of materials, and instead making a check at every debrief if relevant materials have arrived, and if so, to transfer a previously specified number of runts to the project, and then cycling them back to any other project in the list.

I will have to wait until I see the code itself until I decide which option is more feasible.

19
Not sure where else to ask this so forgive me if off topic.

Let's say I wanted a feature wherein prisoner's are robbed/enslaved etc as soon as they are available to prevent going into the manufacturing screen after every mission.  Where would I start implementing this?

I have tried googling all available documentation but they generally point to manufacturing rulesets or product.dat, not the actual manufacturing code itself.  Is it located inside the executable?  Now, as infinite manufacturing and auto sell were added to the base game, I suspect auto-prisoner processing would be possible, I'm just not sure where to start looking.

20
The idea behind the hit log was:
1/ to find out if you hit or missed... in some cases it is hard to see visually (e.g. bows)
2/ to find out if a particular weapon is doing any damage at all to a particular enemy (mostly when you're seeing a new enemy and/or using a weapon for the first time)

I never meant hit log to be a way of counting how much damage has been done to the enemy already... that can be considered cheating and is discouraged.
Normal usage of hit log is maybe a few times per mission (or less)... definitely not after each shot.

Voila.

M-click to open.
Works only on visible units (i.e. no black clicking) or in debug mode.

L-click or R-click to close.
M-click on weapon to show Bootypedia.

Background is configurable, sprite name "AlienInventory".

EDIT: bleeding indicator is the same as for inventory big obs
Bravo!  Looks fantastic....  Do brigands (or highwaymen, can't recall) have a chance to spawn with a self charging laspistol?  Referring to your picture.  Because one game I got really lucky in the early game and looted one but can't remember where.

Anyone (besides me) who finds it useful to log reaction fire, speak now (24h from post timestamp)... otherwise I'll submit to group pressure.

I do.  Why can't the log keep past messages it has already outputted?

21
XPiratez / Re: The effect of difficulty level
« on: December 29, 2016, 07:28:43 pm »
Would it be possible to set the number of a specific type of enemy in a mission?

For example the academy sentry drones are found in pairs at max difficulty but only one at a time in veteran (which I'm playing atm). This makes hover suits 100% more difficult to obtain since you have to wait for the lucky roll twice before being able to make one.

Another option could be making more items buyable at lower difficulty.
Now that I think about it, as the game revolves so much around money, a good way to set difficulty would be to adjust prices and availability of items.

Since I'm here I'll also throw this one:
Random market deals would fit piratez sooo much! "Hey gals, we came across a batch of defective grav drones while they were headed toward maintenance.  If you are interested come visit before the month ends."

Very special guests' also spawn in pairs at academy missions.

Really the problem is that there is too big a jump from Genius to Superhuman.  Genius is a mite too easy but superhuman is too tedious.  Also this is anecdotal but I swear Superhuman gives you different maps as well.

22
Yeah that'd be too much info as well. Need to play it carefully, don't take risks and get some experience. Build your skill up. I'm all for playing aides, but not to the point where the game tells you everything (like Meridian said, it's not the Commandoes).

Eg. I wouldn't mind an option to see enemy paperdoll and the weapons he's holding (but not his inventory) when selecting him (m-click?). I know the handobs by heart, but it could help many players in threat assesment (and add an opportunity to see them paperdolls outside of MC). The enemy could also have a bleeding icon on them if they're bleeding. I'm assuming just that your soldiers should be easily able to see all these things.

Seeing enemy paperdoll would be interesting. Though i don't see much value in knowing if a standing foe is bleeding/wounded.

Usually you can make out whether an enemy is holding shotgun, pistol, big gun, w/e but occasionally it's block by terrain hiding the unit sprite.  In such cases, it would be extremely useful.

23
XPiratez / Re: Thoughts & feedback so far
« on: December 29, 2016, 03:30:38 am »
You're actually losing money producing and selling Flame Arrows.

What? Access Lift + 2 corridor (a minor addition for later defense  not needed) + barracks + vaults + extractor monthly maintenance is 37k.  Twenty runts (the most an extractor can handle) monthly pay is 100k.  Total monthly cost is 137k.  Twenty runts making flame arrow's all month is 277k income.  Roughly 140k a month.  Unless the net fund field in the manufacturing view is completely wrong.


This leaves you with 5 barracks space, that leaves easy workshop + additional barracks addition for a full workshop + extractor of 50 runts at 697k per month with flame arrows. 
When you get Still's even later on, yada yada.

The ROI on this is obviously garbage, however, it lays groundwork for future expansion into interception bases/stills etc really well and provides a steady influx of income.  Also my interception RNG has been awful lately and this is a sure thing.

24
XPiratez / Re: Thoughts & feedback so far
« on: December 28, 2016, 07:43:53 am »
All of those approaches rely on getting a useable craft weapon with your ground assaults/ or interceptions with codex weapon of choice.  If you get a bunch of parts, or ammo for different guns, you are SOL.  The ROI on flame arrows may be bad, but you're trading an initial investment for a constant trickle of cash and easy expansion into workshops/stills etc.

25
XPiratez / Re: Thoughts & feedback so far
« on: December 27, 2016, 06:07:07 am »
I wouldn't advise spamming extractors.

For the early game, it's tempting to think that investing in manufacturing is the best option for expanding your economy; but I believe that's actually a bit of a trap. I think you'll find that you get a far far faster pay-off from instead increasing your ability to do more ground missions. That means hiring more hands, getting longer range craft and craft weapons, and getting a radar in a second base. If you can shoot down civilian shipping, then that will pay for itself much faster than x-grog manufacturing.

So you say but craft interception is a very long research path.  You can build extractors and have them crank out flaming arrows (The best non-still item in the early game) in a month.  May be slow to pay off, but the effect of having 6 extra bases with vaults + barracks cannot be underestimated. 

There is a very early game tech which gives you a much more profitable export than hellerium.

Attack dogs already exist for your imagined fast, cheap HWP role. They're good melee fighters and utterly expendable. Problem is that the auxiliary capacity of your transport is limited.

Maglights are no longer necessary once you get good ranged flame weapons and nightvision equipment. Directional lighting would be nice, but we should appreciate that the lighting in the game has come a very long way in the last few versions.

Base raid with 9 gals is only unfeasible if you're trying to pull it off with crap like Linux SMGs. You're still at the point where gals armed with mostly melee weapons will outperform gals all armed with guns, especially against armored enemies. With a team of gals with melee weapons, and a few powerful looted ranged weapons and armors if you're lucky enough to find them, an early game base raid is possible.

Don't attack dogs require the Mutant Alliance, which means pogroms are mandatory? 

26
Nobody likes orange NV. You people are so boring.

I do like it but would like the option to change for variety's sake

27
1/ Projectile-weapon basic damage preview... activated by holding ALT key... displayed on crosshair cursor

Damage displayed considers:
a/ base weapon power
b/ power bonus based on soldier's stats
c/ power reduction based on distance
d/ damage distribution (e.g. 0-200%, 50-150% and so on)

It does NOT consider:
- armor of the enemy
- resistances of the enemy
- many secondary OXCE effects (armor effectiveness, immunities, non-heath damage, etc.)

2/ Melee-weapon damage preview... activated by CTRL+M... displayed in a pop-up

Considers weapon's power, power bonus and damage distribution.

That would be immensely useful.  Does it work with unresearched weapons?  Would make the early game more varied since you could see if a weapon was good before researching it, at which point you generally have something better.

It looks similar to the hit log, which is sadly under featured.

28
OXCE Suggestions DONE / Re: Surrender mode and Bug-Hunt mode
« on: December 23, 2016, 06:17:33 pm »
I'd like to thank Meridian for this addition - has made my life much easier, especially in a recent mission that had a random civilian stuck in a tower in the corner of the map with no doors.  Thankfully I always bring hammers etc for such occasions.

To maximize the chance of enemy surrendering, attack fast and hard - enemy Morale regenerates every turn and you need to either panic or stun everyone who's alive at least once.
The biggest problem is when a high-Bravery or never-surrenders unit hides somewhere, blocking the surrender of all the others.

It's actually interesting balance-wise since the best way to get a quick surrender is to kill as many as possible, especially the leaders, as soon as possible to maximize morale drop.  It provides an alternative to just stunning everyone for the ransom by trading ransom money for mission complete speed.

29
XPiratez / Re: Quick lore question
« on: December 23, 2016, 06:01:38 pm »
Yeah, I didn't mean this sort of labyrinthine village; more like a few desert huts made of clay, mud and snakemen secretions. Something like The Flintstones' house.
And of course, in the middle of a desert.

Xenonauts had a desert village similar to that IIRC

...didn't they win all previous X-Com games? ;D

p.s. I'm actually curious about this. Is it that the aliens in the end were too good at infiltrating earth governments or did the X-Com project eventually prove to be inadequate?

Depends on which game you referring to.  Xpiratez has a different lore than the mainline X-Com games.  Also the New X-Com games as well, I guess, though those don't really matter.

30
XPiratez / Re: [MAIN] XPiratez - 0.99E.3 - 21 Dec - Dead in Space 3
« on: December 23, 2016, 05:58:16 pm »
You can use either the combobox filter in the Craft Equipent screen.
Or the quicksearch feature in the Inventory screen.
See attached.

Great, thank you.  I found quicksearch by accident but didn't know it was capable of that

Pages: 1 [2] 3