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XPiratez / Re: [MOD] Streamlined Armor Manufacturing
« on: January 08, 2017, 06:47:10 am »
Could we have more information on how it actually works?
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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.
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.
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
The idea behind the hit log was: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.
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
Anyone (besides me) who finds it useful to log reaction fire, speak now (24h from post timestamp)... otherwise I'll submit to group pressure.
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."
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.
You're actually losing money producing and selling Flame Arrows.
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.
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.
Nobody likes orange NV. You people are so boring.
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.
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.
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.
...didn't they win all previous X-Com games?
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?
You can use either the combobox filter in the Craft Equipent screen.
Or the quicksearch feature in the Inventory screen.
See attached.