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Messages - krautbernd

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901
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 11, 2019, 11:10:38 pm »
Might be one of those cases of selective false memory on my side, but i could have sworn shooting the rocket stacks on base assaults used to totally wreck the room and anyone in it. Now they just go 'poof', which resulted in my agents getting poofed by the surviving rocket launcher wielding supersoldier.

902
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 11, 2019, 11:00:16 pm »
Dioxine loves them though, and puts it on all maps he makes. :P

:P

Also, might i request adding back the Hilariously Explosive™ rocket stacks to the Syndicate and Black Lotus base assaults? They always bring a smile to my face when i encounter them on outposts.

903
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: April 11, 2019, 09:38:55 pm »
Cybermite mines and caves in general have areas that can be blocked by enemies with your agents unable to see or attack them (mostly 1x1 spaces/alcoves, but also narrow tunnels). Is this intended?

904
OpenXcom Extended / Re: OXCE Future plans
« on: April 11, 2019, 05:08:56 pm »
For any one interested WIP branch: https://github.com/Yankes/OpenXcom/commit/08bc53208f0e9dabdfccc323f5c6ac1a4c826bf9

I take it those changes aren't implemented in the nightlies?

905
OpenXcom Extended / Re: OXCE Future plans
« on: April 10, 2019, 03:42:52 pm »
Probably biggest problem was automatic handling of free space. You have X^Y combinations to check. Last time I worked on this it did needed lot of testing to work correctly. And testing is not thing that programmers like doing :>

Would this still be a problem if the sizes are exclusive? As in, only one size can be assigned per craft/hangar?

Default/vanillar hangar or non-defined size defaults to 1, number of free slots per hangar also defaults to 1 if not assigned to not break compatibility. Check the largest hangar size and max. number of total hangar slots per size, create an array with 1:[largest size] lines and 1:[max. hangar slots] columns. Write a 1 for every free slot per size. The sum of the array gives you your total slots.

Do the same for the crafts. Pad both arrays accordingly. Substract the craft array from the hangar array. The sum of the resulting array is your (total) free hangar space. Check the sums of the individual line vectors. If any of those are 0 or negative there is no free space for that type of craft.

Disclaimer: Above is (a probably overcomplicated way of) how i would implement this in matlab. I'm very bad at matlab and have no idea how this should actually be implemented.


You could always allow multiple sizes later on, but i for one would be happy to even be able to assign one type of size per craft/hangar. I think having multiple sizes per hangar while also having multiple slots per hangar might be overly complicated, at least for an initial implementation.

906
OpenXcom Extended / Re: OXCE Future plans
« on: April 09, 2019, 10:50:45 pm »
Its not 1x1, its 3x3 with 4 craft capacities, and Large workshop with 1 craft cap. But yes, only 1 craft show, not more.

Again, this is about being able to assign actual craft and hangar sizes/types, not about buildings.

907
OpenXcom Extended / Re: OXCE Future plans
« on: April 09, 2019, 03:36:01 pm »
Did you try Building Mod pack? (with Large Hangar)
Buildings aren't the problem, it's about the game supporting multiple craft and hangar sizes. Creating a 1x1 hangar is easy. The hard part is allowing only certain craft to use it.

908
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: April 09, 2019, 02:52:10 pm »
Yeah, i keep vans in my primary and secondary base as well as a helicopter at my recruitment center. Also the occasional dragonfly because i just can't get myself to sell all of my initial crafts.

[...]but I just didn't have the space for another hanger.

Again, multiple hangar sizes would be nice. Storing multiple vans/cars in a 1x1 car park would pretty much solve any space issues connected to hangars (at least for me :P).

909
OpenXcom Extended / Re: OXCE Future plans
« on: April 09, 2019, 02:45:22 pm »
right now on shelf, but at some time I can back to it.
On the risk of sounding selfish - please do. I don't do much modding, but this is probably the most important addition i'm waiting for right now.

910
It can be done allready by specific research, allowed by facility special function.

No, it can't be ->

It's already possible to tie missions to research triggers and unlock research topics via completed missions. While i can see this having a niche use, somebody who actually knows the ins and outs of mission design should have look at this.
Its not ment to be instead research triggers, it should add extra flexability to mission desighn when you are speaking of somethin rare and special, but ment to be repeatable, so cant be configured with research triggers

You can't enable/disable research triggers in the same way you'd be able to with items or base functions.

911
OpenXcom Extended / Re: OXCE Future plans
« on: April 08, 2019, 03:15:03 pm »
I really hat to bring this up (again), but are there any news regarding the different hangar sizes?

912
As long as we are discussing additional triggers for mission sapwns, can we also implement a way to tie base functions to missions? Like building scanner/radar base modules to enable certain missions? Or building a 'support/hangar' module to enable underwater missions?


913
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: April 08, 2019, 02:47:17 pm »
It would of course be nice to have an actual submarine to build and maintain, but i think at this point there is no reasonable way to implement it. It's one thing to prohibit certain crafts from some missions, but adding the afromentioned 'allowedCraft ' entries to all misisons is simply not practical, especially as these would have to be revised as you add more crafts to the mod and/or change missions.

This would hinge on OXCE implementing a way of exclusively allowing crafts on a per-mission basis or (as has been recently requested) tying items to mission spawns (i.e. the player has build a submarine / has one in his base inventory). Another way of implementing this would be to tie base functions to mission spawns (build a submarine 'hangar'/base module).

Adding 'yet another hangar' would probably be less of an issue if we had different craft/hangar sizes. As far as i can tell this is actually on the feature roadmap for OXCE and it would probably play nicely with all the cars X-Com Files has. Using a whole hangar for a Van or a Porsche just doesn't feel right. What we need is a carpark. It would free up three (or four, if you have more than one) additional base tiles per ground craft, if you allow multiple cars per carpark.

914
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: April 08, 2019, 02:17:55 pm »
Also you would fly these subs around the globe, which is even more outrageous than the car and van (as they're a representation of flying and renting).

It's not, actually:

Quote
NATO Submarine Rescue System

[...]The complete system is fully air transportable in a variety of suitable aircraft (C17/C5/An124/A400M). It is capable of launch and recovery in a significant wave height of up to 5 meter(sea state 6) and can reach any distressed submarine (DISSUB) in 72-96 hours from the alert, dependent upon location. It has limited capability in ice-covered seas.

Granted, the real life equivalent probably needs a support vessel to deploy the submarine, but i wouldn't put it past X-COM to simply shove the damn thing out of the back of a low flying transport aircraft to be picked up at a later date when the actual support vessel arrives on site.

915
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: April 08, 2019, 01:37:36 pm »
The Trident is not a 'real' craft - the research only unlocks additional missions that feature the Trident as a starting position. It doesn't change missions that are already unlocked.

...

As far as i can tell it's easier to do it this way than to add allowedCraft entries to all missions so people don't use the submarines to assault UFOs (among other things).

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