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Messages - Biggieboy

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181
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: March 14, 2018, 04:44:21 pm »
Unless you want to make a mod compilation (e.g. like FMP)... it is better to keep individual mods separate.
That way people can choose what they enable and what not.

I think its not bad idea. I can add it, and give research and upgrade too.

182
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: March 14, 2018, 03:59:09 pm »
Liking the look of this mod, just a suggestion-could you combine it with this mod(assuming that's ok with the author-see metadata file). Also I was looking at the rul file and saw the requirement for the general stores upgrade but I'm unsure about what the requires is.

Spoiler:
  - type: STR_GENERAL_STORES_UPGRADE
    requires:
      - STR_UFO_COMPONENT
    spriteShape: 1
    spriteFacility: 24
    buildCost: 450000
    buildTime: 17
    monthlyCost: 7500
    storage: 75
    mapName: XBASE_07
    buildOverFacilities:
      - STR_GENERAL_STORES

I use this mod too, so i can try it :)

183
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: March 14, 2018, 02:35:21 pm »
..
Last thing: about the authors -- you're the only author of the mod. ohartstein and I may have provided you some code to work with, but you put it together into a mod. You should definitely list yourself first in the author list, and probably only you. You can give us special thanks in the metadata file if you like. =)

I have new version!

* Price and time changed:
- All upgraded building price:  x1,5 changed to x3
- All upgraded building build time: x1,5 changed to x1,75

* UFOpaedia added! (i use the original infos, just changed the capacity numbers)

* Research needed:
- Upgraded Living Quarters requies: Alien Habitat
- Upgraded General Stores requies: Ufo Component
- Upgraded Workshop requies: : Sectoid Engineer
- Upgraded Laboratory requies: : Floater Leader
- Upgraded Psionic Labortatory Requies: Ethereal Commander

* meta file updated

Please test it (research, build, ufopaedia) and give me some feedback!
Or have new idea just tell me :)

Thank you!

"You don't have refund values set for the upgraded facilities, and the basic facility refund value is set to 100%. This means that if you dismantle a basic facility, you will get all of your money back. If you dismantle an upgraded facility, you won't get any money back."

Yes, this is correct but this how can i do, the upgrade its correct price. Can i add refund price for the upgraded buildings too?

184
Work In Progress / Re: [OXCE+] Upgraded Facilities
« on: March 13, 2018, 09:07:54 pm »
Pretty good work for a first mod. It works, it looks sleek, and it appears to be bug-free.


I can see gameplay purpose for having upgrades to the facilities, but it conflicts with my immersion to think that you can pay more money to squeeze more people or things into the same space. I believe that is why I and others have settled on the more realistic way of adding a large version of the facility which is more space efficient. But don't let me discourage your ideas.


I would also suggest that the upgrade costs more than you get. You have a 50% increase costing 50% more. That makes it intrinsically a better option. For example, 2 upgraded facilities costs the same amount of money as 3 basic facilities, but it costs less space. If it were a trade-off between space and money, it would then be a choice rather than a single correct answer. Early on, the player might want to expand through the available space in their base, saving money by building basic facilities. But later in the game when they run short on space and have lots of money to spend, they can easily upgrade existing facilities. Also, any player who wants to defend a small base can use the less money-efficient upgraded facilities for the express purpose of shrinking the base size and making base defense missions quicker. I would suggest at least double cost, perhaps as much as triple cost.


You could possibly lock the upgrades behind research. Maybe the aliens are using Planck Generator or Megafluxer technology to make things bigger on the inside and we can steal the tech to use in our own bases. Or maybe it doesn't require research. Maybe it's just money: titanium-alloy composite structure can support the same amount of dirt as concrete-rebar structure, albeit in less space. Sometimes throwing money at the problem really does lead to marvelous solutions. Add a bit of lore into the UFOPedia and silence the outcries of nerds like me.


Speaking of the UFOPedia, you don't yet have any UFOPedia entries for the larger facilities. You could add just one article explaining that every facility has a larger version and why, or you could put in one article for every larger version, top give a bit more detail on each specific case. The UFOPedia entries are the least important part overall, but I feel it's the place where you really get to express your creativity and explain the rationale behind your decisions.


- - - - -

Last thing: about the authors -- you're the only author of the mod. ohartstein and I may have provided you some code to work with, but you put it together into a mod. You should definitely list yourself first in the author list, and probably only you. You can give us special thanks in the metadata file if you like. =)

You are absolutely right!

I think next step i incrase the prices (x3 its good) and maybe the build time (+75% i think)

And i testing the resarch (maybe all upgrade give different reserch tech. Any idea which upgrade with which research tech?)

And i create UFOpedia info (its maybe hard for me, because my english not the best, but i try)

And i check the meta file for special thanks :)

Thanx!

185
OXCE Suggestions DONE / Re: [EXE] Up-/Downgrading Facilities
« on: March 13, 2018, 04:58:45 pm »
You should make a new thread for your mod in the Modding > Work In Progress forum. Many of us use the 'Show unread posts since last visit.' link at the top left of the page, so we'll see your thread no matter where you post it.

Ok, i do, thanx!

186
Work In Progress / [OXCE+] Upgraded Facilities
« on: March 13, 2018, 04:58:22 pm »
Upgraded Facilities

Can upgrade:
- Living Quarters
- General Stores
- Workshop
- Laboratory
- Psionic Laboratory (psionic research needed!)

store capacity x1,5
monthly cost: x1,5
price: x1,5*

*When build on to the standard building, you need to pay just the difference (example: Living quarters 400000, the upgrade need just +200000). The buildng time its same, need wait just the difference (example: Living Quarters build time 16 days, the upgrade need just +8 days)
When build empty slot, need pay the full price and need wait full time.

Please test it, and give me some feedback!

Thank you!

187
OXCE Suggestions DONE / Re: [EXE] Up-/Downgrading Facilities
« on: March 13, 2018, 12:53:26 pm »
Hi guys!

I create the mod with your helps :)

Can upgrade:
- Living Quarters
- General Stores
- Workshop
- Laboratory
- Psionic Laboratory (psionic research needed!)

store capacity x1,5
monthly cost: x1,5
price: x1,5*

*When build on to the standard building, you need to pay just the difference (example: Living quarters 400000, the upgrade need just +200000). The buildng time its same, need wait just the difference (example: Living Quarters build time 16 days, the upgrade need just +8 days)
When build empty slot, need pay the full price and need wait full time.

Please test it, and give me some feedback!

Thank you!



188
OXCE Suggestions DONE / Re: [EXE] Up-/Downgrading Facilities
« on: March 12, 2018, 10:52:36 pm »
The first one doesn't make sense to me, since placing the 'upgraded' facility on an empty square can be seen as equivalent to putting down the basic facility and then upgrading it all at once.  When writing the code, I decided that it should be up to the modder to balance the build time and refund when upgrading; the cost of convenience of just being able to place one building over top another is the difference between cost and refund value.

Also, the first would require editing the engine code, the second is just writing a mod.

I understand, thanks your answer!

189
OXCE Suggestions DONE / Re: [EXE] Up-/Downgrading Facilities
« on: March 12, 2018, 09:48:51 pm »
I think 2 solution:

1. The upgraded living room can not build to empty slot (i think this is the better)

2. Or refund all Standard living room price, because:

Living Room price: 400.000
Upgrade: 600.000

All its 1.000.000

But:

Build empty slot the Upgaded Living room, and its only 600.000 (and buildtime less too)

190
OXCE Suggestions DONE / Re: [EXE] Up-/Downgrading Facilities
« on: March 12, 2018, 01:16:15 pm »
That's how it's written. Building on top of a facility reduces completion time but it does not reduce the cost.

Its ok, but it can build to empty place, and its cheaper and faster than upgrade the standard living room.

You understand what i mean? Sorry my bad english.

191
OXCE Suggestions DONE / Re: [EXE] Up-/Downgrading Facilities
« on: March 12, 2018, 08:40:36 am »
(Sorry for my english)

So, i can build Living quarters for 400.000, and after 600.000 the upgrade (and its take x+y days)

But if i build the UPGRADED version to EMPTY place, its only 600.000 and Y days for build (not both with standard). Dont have criterion, the standard living room.

192
OXCE Suggestions DONE / Re: [EXE] Up-/Downgrading Facilities
« on: March 12, 2018, 01:38:42 am »
You should be able to build the basic one first, and upgrade it with the other one. It will also let you start with the upgraded version. That's a choice you can make, and I don't have the power to take it away.

So, it was not possible to set the condition for the standard building?

193
OXCE Suggestions DONE / Re: [EXE] Up-/Downgrading Facilities
« on: March 11, 2018, 08:55:50 pm »
Try this code:

Code: [Select]
facilities:
  - type: STR_LIVING_QUARTERS
    spriteShape: 1
    spriteFacility: 18
    buildCost: 400000
    buildTime: 16
    monthlyCost: 10000
    personnel: 50
    mapName: XBASE_01
    canBeBuiltOver: true
  - type: STR_LIVING_QUARTERS_UPGRADE
    spriteShape: 1
    spriteFacility: 18
    buildCost: 600000
    buildTime: 24
    monthlyCost: 15000
    personnel: 75
    mapName: XBASE_01
    buildOverFacilities:
      - STR_LIVING_QUARTERS

If you look in any working mod, or the base ruleset, you should be able to find the STR_LIVING_QUARTERS in the facilities section. The first half of the code I put here is just a re-iteration of that facility, plus one added line at the bottom. Just replace the STR_LIVING_QUARTERS segment with the two segments I included here--preferably inside a mod, rather than changing your base ruleset.

I try your code, and when i try to build empty place, its builded the upgraded Living room (with 75 personel, not 50). I think need first the standard living room, and after place the upgraded version.

Thank you!

194
- Fully trained soldiers will be removed from training automatically
- You will be informed by a new GUI
- You won't be able to assign a fully trained soldier back into training
- Fully trained soldiers have status "DONE"

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_TRAINING_FINISHED: "Training Finished"
      STR_NO_DONE: "DONE"

Great!

Where can i download it?

Thank you!

195
OXCE Suggestions DONE / Re: [EXE] Up-/Downgrading Facilities
« on: March 11, 2018, 03:08:19 pm »
I need this mod too, but i try the Base Testing, but its not not its work, i think its just sample. (i cant write mod!)

Somebody can create working mod? I think enough double capacity for living room, work shop etc.

Thank you!

(Sry for my english!)

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