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Messages - krautbernd

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931
OXCE Support / Re: Unlock research topics that also require items
« on: February 22, 2019, 07:23:11 pm »
I thought he was suggesting research requiring additional resources to use. Ie, researching plasma requiring 20 elerium and 5 alien alloys.
@Meridian:
Would it be pointless to ask for either of those options to be implemented?

932
OXCE Support / Re: Unlock research topics that also require items
« on: February 22, 2019, 12:35:26 am »
No, not mutually exclusive, they can work nicely together... i.e. you can create a research that needs to be unlocked first and then still needs an item.
Yeah, sorry - i guess i'm too tired right now to think logically  :P

933
OXCE Support / Re: Unlock research topics that also require items
« on: February 22, 2019, 12:05:14 am »
No, the same research topic cannot need item and not need item at the same time.
So needItem: true and unlock via dependency are mutually exclusive?

934
OXCE Support / Re: Unlock research topics that also require items
« on: February 21, 2019, 11:36:44 pm »
Have the other research entries use giveOneFree to get the item's research entry?
Quote
I know i can create a second research topic and have that unlock the weapon (via lookup or getonefree), but that way i can potentially end up with both research topics being available.

Again, this would be a workaround, but it would lead to both topics being researchable when i unlock the entry and recover the item. I'd like to end up with one topic that is unlocked via prior research or the recovered item.

935
OXCE Support / [Solved] Unlock research topics that also require items
« on: February 21, 2019, 11:19:22 pm »
I've been messing around with the gauss/mass driver research tree in xcom files and have hit a wall:

Is it possible to create a research topic which requires the item in question to be researched, but which can also be unlocked by other research entries?

Case in point, i'm trying to make a weapon researchable by either recovering and researching the weapon (-> needItem), or by researching other entries (-> unlocks).

Is this even possible with the current system? I know i can create a second research topic and have that unlock the weapon (via lookup or getonefree), but that way i can potentially end up with both research topics being available.

936
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 21, 2019, 09:52:04 pm »
Since I want to revisit this anyway, would you mind sharing this mod?
Sure, but it's just going to be anything special - just some additional research topics, additional needItem entries and a changed mass_driver_prerequisites. No new ufopedia entries or anything.

BTW, i also have more 'in depth' (as in with ufopedia entry, tied to promotion, etc.) mod for the recruitment office and large workshop, among other things - want me to upload those too?

Not really, the thing is that incendiary grenades deal normal fire damage (5-10), while napalm deals a lot more.
My bad, i didn't take the different damage types into account. Incendiary is handled different from other types. But RandomType=2 is 50%-150% according to the ruleset reference.

EDIT:
See attachement for modified research topics. Still not happy with this since you'll probably end up with redundant research topics.

937
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 21, 2019, 08:54:34 pm »
I'm sorry for butting in, and I haven't personally reached that point in the tech tree myself, but it seems the issue is this: To research weaker guns you need to get and research stronger guns( ...which then lead back to stronger guns you already have?). That seems less a quirk and more a logic and/or common sense error to me, as a player.
You need to reasearch recovered gauss weapons (i.e. gauss pistol/rifle...) to be able to research mass drivers to be able to research gauss weapons (i.e. the research topic) to enable production of gauss weapons. I think i understand how Solraius wants this to work, and it i'm all aboard as far as locking production of Gauss weapons is concerned.

The problem i have with the current research tree is that you can't research recovered mass driver weapons (which are reverse engineered from gauss weapons), but you can research recovered gauss weapons. I think i'm going to change this in my modded game by adding 'reverse engineer mass driver X' / 'design mass driver X' research topics (using lookups, since afaik you can't unlock a research topic that requires an item without actually having that item in store).

Also I'm watching a streamer going through XCF right now, and there seems to be either an error or unclear info on difference between napalm and incendiary grenades. If you judge those by ufopedia articles and stats, then incendiaries are better while given to the player first. They have higher damage and larger blast radius. BUT if you hold alt in inventory screen in-mission napalm shows MORE damage.
IIRC the incendiary grenade uses the UFO damage formula (0-200%) while the napalm grenade uses TFTD's damage formula (50-150%).

938
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 21, 2019, 07:38:44 pm »
See, the problem is with how the AI operates, and the fact that the building is transparent. As soon as the enemy unit spots you outside, it tries to engage you and in most circumstances this means shortening the distance first. So the AI looks for the shortest route to get down to you, and this shortest route is obviously jumping down the elevator shaft. Which leads to the ground level (the cellar). In effect, after a few turns the AI units gather below the lobby and you can engaged them there, without seeing much of the building.
There are two possible solutions:
1) Block the shaft, so they can't jump down and need to use the stairs.
2) Make the external wall non-transparent.
Each solution has its own advantages and issues. I am leaning towards one of them, but I would like to hear your thoughts first.

Thing is i personally never encountered this in any of my playthroughs - the AI was never interested in the elevator shaft. What they were interested in though was jumping out of the broken windows of a highrise building. Making the external walls non-transparent would probably make more 'sense' (as in, windows of real life office buildings are often mirrored for thermal/privacy reasons), but in my experience things go south as soon as you start using explosives and break windows on multiple levels. Once that happens my agents on the ground also tend to get shot at from the upper floors without being able to reaction fire, probably because of the distance.

I'm hesitant to recommend either solution, since i tend to enter the building pretty quickly (or at least quickly enough to still encounter enemies on the upper floors). Maybe wait for feedback from players who've actually run into this? The solution might also depend on the mission type (raid/disc, CEO arrest).

939
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 21, 2019, 06:07:08 pm »
In FMP, these weapons also had two tiers and they were simple increments in power: first the weaker version, then the stronger one. It was okay, but kinda dull.
I could drop these from MiBs, but... they also use all sorts of other weapons you shouldn't know at the point where you protect D. Vincent: lasers, blasters, plasma, alien grenades... I realize they don't have their paths as complex as the gauss tree, with retroengineering and all, but I feel we would have to address them as well.
The best I can do is to ensure make captured Mass Drivers researchable so at least you could use them. But I need to move VERY carefully here, because the branches of this tree are quite prone to breaking.

Making recovered weapons researchable would probably make this fit in better, but i still think the tree as a whole is messy, with gauss weapons leading to mass drivers leading to gauss weapons again.

Why not tie recovered mass driver/Gauss weapons to the mass driver prerequesite and power source&power source miniaturization to mass drivers?

Code: [Select]
  - name: STR_MASS_DRIVER_WEAPONS_PREREQUISITE
    cost: 0
    points: 0
    dependencies:
      - STR_GAUSS_PISTOL
      - STR_GAUSS_RIFLE
      - STR_HEAVY_GAUSS
      - STR_GAUSS_SNIPER_RIFLE
      - STR_MASS_DRIVER_PISTOL
      - STR_MASS_DRIVER_RIFLE
      - STR_HEAVY_MASS_DRIVER
      - STR_MASS_DRIVER_SNIPER_RIFLE

  - name: STR_MASS_DRIVER_WEAPONS
    requiresBaseFunc: [IMPLAB]
    cost: 300
    points: 200
    dependencies:
      - STR_UFO_POWER_SOURCE
      - STR_POWER_SOURCE_MINIATURIZATION
      - STR_MASS_DRIVER_WEAPONS_PREREQUISITE

That way players who recover mass drivers later in the game can actually research the mass driver technology tree when they should be able to.

940
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 21, 2019, 04:24:08 pm »
Normally you can only get mass drivers after examining gauss weapons. The MiB do carry them, but it's more of an exception.
I honestly don't know how to rearrange the tech tree without making it awfully complicated.
As far as i can tell it's awfully complicated already, since you need to research gauss weapons to research mass drivers to research...gauss weapons? It just seems to me that is an awfully roundabout way to cut players off from technology they should have no trouble accessing upon recovering any of the mass driver weapons.

I know playstyles vary, but at this point in the game i have unlocked all laboratory types and access to fusion and plasma weapons, but i can not research mass drivers because i have not acquired any of the clearly superior weapons that mass drivers are supposed to be reverse engineered from. This is compounded by the fact that gauss weapons can be researched from scratch upon recovery (no lab requirements) and used, but mass drivers can't. Mass drivers also require STR_POWER_SOURCE_MINIATURIZATION to be researched in addition to STR_MASS_DRIVER_WEAPONS_PREREQUISITE - why isn't that part of the prerequisite to begin with?

My suggestion would be to drop STR_MASS_DRIVER_WEAPONS_PREREQUISITE alltogether, make mass driver weapons researchable upon recovery and unlock mass drivers independently upon researching gauss weapons. Otherwise drop mass drivers from MIB loot tables.

941
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 20, 2019, 08:19:00 pm »
It has a door, right in the middle of the northern wall.

Must be one of those non-operational doors that camouflages itself as a wall then, because my agents refuse to enter the room:


It's deliberate. It is a civilian vehicle, assumed to be... well not exactly common, but no more unusual than a private jet. It's perhaps the biggest sign that this reality is not 100% the same as our 1990s.

Then why isn't it included in STR_WINTERSPORTS_GEAR or STR_BEACH_GEAR? Those also allow Helicopters. People take helicopters and jets to winter resorts/beach locations all the time (well, extremely rich people that is) - if the Dragonfly is not more unusual than other private air vehicles, why can't we take it on those missions?

Yeah, it's called an elevator... :P
But I think I'll block it, since people are too eager to jump down the shaft.

Solarius please, i wouldn't have bothered to report if i fell down the elevator shaft - though that would be extremely frustrating and i'm still miffed about not being allowed to bring jump suits on those missions. Man that would be epic. Picture True Lies combined with The Terminator.

The tile in question is north-west of the actual shaft - which is inacessible on that level, see screenshots. The only reason i even noticed was because that security captain suddenly dropped from the ceiling and started shooting at my agents. (Unfortunately for him he brought a gun to a knife fight and was promptly stabbed to death.)



Also please don't block the elevator shaft.

They don't need a region, as they are UFOs. (I should redo it some day.)
Yeah i guess that explains those traveling hybrid bases i encountered in earlier versions.

942
The X-Com Files / Re: The X-Com Files - 0.9.8: X-Cool
« on: February 20, 2019, 07:27:57 pm »
I have some question regarding mass driver/gauss weapons:

I recently did the David Vincent mission, which netted me a mass-driver pistol. Unfortunately i can't research it (nor mass driver weapons in general) until i research gauss weapons - is this intended? As far as i can tell you only get gauss weapons from Reptoids, and Gauss weapons are - for all intents and purposes - superior to mass driver weapons in every way safe for weight (akin to lasers<->blasters).

What's the point of tying the mass driver weapon prerequesite to gauss weapons?  For that matter, why can we research Gauss weapons straight away upon recovery without any prerequesites? This seems kind of backwards from how it should be.

943
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 20, 2019, 04:50:31 pm »
I can upload the save in question if that helps.

I still have trouble wrapping my mind about how mission generation works. According to the reference missions without a defined region "use the normal regional distribution". I have no idea what that means, nor where said distribution would be defined.

Does that mean hybrid bases and meetings could spawn in any regions defined in the regions.rul? Wouldn't that also lead to...problems...as far as deployments are concerned?

944
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 19, 2019, 07:43:43 pm »
And that trap is known... I'm not sure if I want to fix it ;)
Fair enough.

BTW, the Syndicate building still has rooms that lack doors:


Also, might i suggest removing the Dragonfly from the allowed crafts list for inifiltration missions? I just don't see how turning up in something that looks like a friggin' gunship would help your agents with the whole undercover thing.


EDIT:
Not sure if this is intended, but there seems to be something wrong with the upper floors. Namely that you can fall through them:



EDIT #2:

My MAGMA zombie lab mission somehow spawned with a hybrid control assault:

Quote
  - type: STR_HYBRID_CONTROL_ASSAULT
    region: REGION_MAGMA_LAB
    race: STR_HYBRID_SECTOID
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 152
    liveUfos: 0
    uniqueID: 605
    missionSiteZone: 1

-->

Quote
  - lon: 1.3264502315156903
    lat: -1.0122909661567112
    id: 1
    type: STR_HYBRID_CONTROL_ASSAULT
    deployment: STR_MAGMA_LAB
    texture: -1100
    secondsRemaining: 275400
    race: STR_HYBRID_SECTOID
    detected: true

As far as i can tell you've defined a region for the hybrid control assault mission, but there is no region assigned to the mission in the missionscripts.rul - replacing 'REGION_MAGMA_LAB' with 'REGION_HYBRID_CONTROL' in my save spawns the correct mission, but i'd really like to know why the region defaults to MAGMA_LAB in the first place.

BTW hybridBase and hybridmeeting are also missing regions.

Also, the  marker name assigned to STR_HYBRID_CONTROL_ASSAULT is STR_REPTOID_BASE - is this intended?

Quote
  - type: STR_HYBRID_CONTROL_ASSAULT
    width: 60
    length: 60
    height: 2
    alert: STR_ALERT_HYBRID_CONTROL_ASSAULT
    alertBackground: BACK03.SCR
    alertDescription: STR_HYBRID_CONTROL_ASSAULT_DESCRIPTION
    shade: 6
    terrains:
      - ABASE
    script: HYBRIDCONTROL
    briefing:
      textOffset: -16
      background: BACK01.SCR
      showTarget: false
      music: TENKA_TENKOID
    markerName: STR_REPTOID_BASE

945
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 17, 2019, 10:16:00 pm »
Just had a chtonite minibase assault which got me 174 units of 'alien gardens' - is this intended? As far as i can tell alien gardens aren't actually used for anything manufacturing wise. Might i suggest turning down the recovery rate?

EDIT:
This room in the cyberweb bases still lacks traversable ladders, leading to your agents getting trapped in it.

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