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Messages - The Martian

Pages: [1] 2 3 ... 44
1
I added raceWeights: STR_IAR_LOW_THREAT: 0 to all Advanced & Elite entries in the alienMissions: section.
Code: [Select]
alienMissions:

# [=] Alien Probe Mission [=]
  - &STR_ALIEN_PROBE_MISSION
    type: STR_ALIEN_PROBE_MISSION
    raceWeights:
      0:
          STR_IAR_LOW_THREAT: 100

# [=] Alien Probe Mission [=] <Advanced>
  - type: STR_ALIEN_PROBE_MISSION_ADVANCED
    refNode: *STR_ALIEN_PROBE_MISSION
    raceWeights:
      0:
          STR_IAR_LOW_THREAT: 0
          STR_IAR_INTERMEDIATE_THREAT: 100


# [=] Alien Probe Mission [=] <Elite>
  - type: STR_ALIEN_PROBE_MISSION_ELITE
    refNode: *STR_ALIEN_PROBE_MISSION
    raceWeights:
      0:
          STR_IAR_LOW_THREAT: 0
          STR_IAR_HIGH_THREAT: 100

Reloaded the saved game and turned on debug mod... Alien Sub-10 spawned and:
Spoiler:

It works!


Thank you for the help. ^_^

2
Help / Re: Retaliation missions are spawning with unexpected results?
« on: February 04, 2023, 02:28:44 am »
In alienRaces: I added the retaliationMission: variable to each entry.

Spoiler:
Code: [Select]
# [=] Low Threat [=]
  - id: STR_IAR_LOW_THREAT
    retaliationMission: STR_ALIEN_RETALIATION

# [=] Intermediate Threat [=]
  - id: STR_IAR_INTERMEDIATE_THREAT
    retaliationMission: STR_ALIEN_RETALIATION_ADVANCED

# [=] High Threat [=]
  - id: STR_IAR_HIGH_THREAT
    retaliationMission: STR_ALIEN_RETALIATION_ELITE

Unfortunately the retaliation UFO with the wrong race is still appearing.

I've attached a new version of the mod and also a save game that is at the end of the month. At the start of the next month (Should be February) two UFOs will spawn, the 2nd one will be the retaliation UFO with the incorrect race.

Oddly the saved game only spawns the UFO (Alien Sub-10) with the wrong race if I load the saved game and then activate debug mode before the next month begins. (Advanced Options: Save scumming = NO)

If the saved game is loaded and debug is re-activated on Jan 31 2040.
Spoiler:

If the saved game is loaded and debug is NOT re-activated before February starts.
Spoiler:

If it is the debug unlocking STR_THE_ULTIMATE_THREAT research and starting the researchRetaliation mission script shouldn't that be spawning STR_ALIEN_RETALIATION_ELITE which is configured to always spawn the "High Threat" race.
Spoiler:
Code: [Select]
missionScripts:

# [=] Alien Retaliation - Research [=] <Elite>
  - type: researchRetaliation
    missionWeights:
      0:
        STR_ALIEN_RETALIATION_ELITE: 100
    researchTriggers:
      STR_THE_ULTIMATE_THREAT: true
    startDelay: 150
    targetBaseOdds: 100
    useTable: false
    label: 3

Code: [Select]
missionScripts:

# [=] Alien Retaliation [=] <Elite>
  - type: STR_ALIEN_RETALIATION_ELITE
    refNode: *STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_HIGH_THREAT: 100
    waves:
      - ufo: STR_SURVEY_SHIP_ELITE
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_ESCORT_ELITE
        count: 2
        trajectory: P8
        timer: 3000
      - ufo: STR_CRUISER_ELITE
        count: 3
        trajectory: P8
        timer: 3000
      - ufo: STR_DREADNOUGHT_ELITE
        count: 2
        trajectory: P8
        timer: 3000

Could it be the anchor and refNode: is duplicating the "STR_IAR_LOW_THREAT: 100" raceWeights: in both the Advanced & Elite versions causing the lists to unintentionally read like this:
Spoiler:
Code: [Select]
# [=] Alien Retaliation [=]
  - &STR_ALIEN_RETALIATION
    type: STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_LOW_THREAT: 100


# [=] Alien Retaliation [=] <Advanced>
  - type: STR_ALIEN_RETALIATION_ADVANCED
    refNode: *STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_LOW_THREAT: 100 # <====== Potential unexpected duplication
          STR_IAR_INTERMEDIATE_THREAT: 100


# [=] Alien Retaliation [=] <Elite>
  - type: STR_ALIEN_RETALIATION_ELITE
    refNode: *STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_LOW_THREAT: 100 # <====== Potential unexpected duplication
          STR_IAR_HIGH_THREAT: 100

Instead of this?
Spoiler:
Code: [Select]
# [=] Alien Retaliation [=] <Advanced>
  - type: STR_ALIEN_RETALIATION_ADVANCED
    refNode: *STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_INTERMEDIATE_THREAT: 100


# [=] Alien Retaliation [=] <Elite>
  - type: STR_ALIEN_RETALIATION_ELITE
    refNode: *STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_HIGH_THREAT: 100

3
Troubleshooting / Re: OpenXcom has crashed: Alien Deployment
« on: February 02, 2023, 01:30:34 am »
I know that in Terror From The Deep
Spoiler:
If you hit the sunken plane wing the entire thing goes up.

4
If I understand how genMissionRaceFromAlienBase: and huntMissionRaceFromAlienBase: work they override the assignment of a UFO's crew so that instead of being from the base launching them it uses the raceWeights: settings in the related alienMissions: entry.

What I suggest is that a true / false variable is added to alienDeployments: that is similar to those two except that it causes the UFO to be assigned the race matching the alienDeployments: race: or randomRace: variable's result while it is on the Geoscape so that the Hyper-wave Decoder / Transmission Resolver can accurately list the race crewing that UFO.

To give an example of why that could be useful I've been trying to code a mod that makes use of randomRace: to cause all UFOs in the same wave to randomize their crews. However as a result the Hyper-wave Decoder no longer will produce accurate results. To alleviate this inaccuracy I've been trying to use placeholder races that represent the range of what could spawn. Unfortunately the negative of this is that the worth of building the Hyper-wave Decoder is reduced for the player which was not my intent.

5
Help / Retaliation missions are spawning with unexpected results?
« on: February 02, 2023, 12:00:13 am »
(OXCE V7.8 - Increased Alien Randomization TFTD V0.3 mod)

I have encountered something unexpected involving the 'Retaliation / Floating Base Attack' missions.

Crafts that should spawn with the a placeholder race of "High Threat" are instead being crewed by "Low Threat" race.

Spoiler:

In that battlescape it spawned as a Lobster which confirms it really was the "High Threat" and the wrong race had been assigned.

Spoiler:

All UFOs & Mission types should match with the 'threat level' placeholder race matching either the normal, advanced or elite UFO. I've temporarily placed an 'A' after the name for all advanced Sub Type / Mission and an 'E' for the elites to make debugging easier using a Transmission Resolver.

My guess was that the UFO was inheriting the race of the base that was launching it so I added the following code to all alienDeployments: entries:
Code: [Select]
    genMissionRaceFromAlienBase: false    # true (default) = take race from base (vanilla behavior); false = take from mission 'raceWeights' if not empty (if empty take from base)
    huntMissionRaceFromAlienBase: false
And that did clear up a similar problem with other UFOs but unfortunately the retaliation UFOs continued to be crewed by the wrong race.

I have the elite retaliation missions in alienMissions: setup to only have the "High Threat" race in its raceWeights: so I'm not sure how it is assigning any race outside of that list.
Code: [Select]
alienMissions:

# [=] Alien Retaliation [=] <Elite>
  - type: STR_ALIEN_RETALIATION_ELITE
    refNode: *STR_ALIEN_RETALIATION
    raceWeights:
      0:
          STR_IAR_HIGH_THREAT: 100
    waves:
      - ufo: STR_SURVEY_SHIP_ELITE
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_ESCORT_ELITE
        count: 2
        trajectory: P8
        timer: 3000
      - ufo: STR_CRUISER_ELITE
        count: 3
        trajectory: P8
        timer: 3000
      - ufo: STR_DREADNOUGHT_ELITE
        count: 2
        trajectory: P8
        timer: 3000

Are 'Alien Retaliation / Floating Base Attack' missions configured differently than the rest since they can be spawned as a result to X-Com's activity?

There hadn't been any alien craft shot down when I was debugging so I was not expecting to see retaliation missions yet and I don't think enough time had passed to trip any of the difficulty retaliation mission scripts. It is possible that using Debug mode turned on the researchRetaliation mission script due to granting all research, but that entry should also have spawned an elite ship with the matching placeholder 'High Threat' race.

I'm stepping through the code to see if I've accidently misconfigured one the retaliation missions but so far everything seems to have the right race assigned. Does huntMissionRaceFromAlienBase: & genMissionRaceFromAlienBase: not effect retaliation missions?


For convenience an updated version of the mod and a save file with the Alien Sub-30 from the screenshot is attached to this post.

6
Help / Re: UFOs unexpectedly stop spawning after the month of May?
« on: February 01, 2023, 11:50:23 pm »
Thank you that got it! The UFOs are spawning again.
Spoiler:

As you said I had missed defining matching entries in the ufo: section.

7
Help / Re: UFOs unexpectedly stop spawning after the month of May?
« on: January 31, 2023, 09:55:43 pm »
I tried adding "useTable: false" to both 'reconAdvanced' and 'reconElite' but there was no change, the missions still appear not to be generating new UFOs.

Just in case it wasn't using the default value of 100 I also tested it with "executionOdds: 100" added to both 'reconAdvanced' and 'reconElite' but still no effect.

The first 'recon' does run as does the first 'recurringTerror', just not the Advanced or Elite entries, what is the difference between these two entries that is keeping the second one from running?
Code: [Select]
missionScripts:

# [=] Recon [=]
  - type: recon
    firstMonth: 1
    lastMonth: 2
    missionWeights:
      0:
        STR_ALIEN_PROBE_MISSION: 1
        STR_ALIEN_INTERDICTION: 1
        STR_ALIEN_RESOURCE_RAID: 1
        STR_ALIEN_INFILTRATION: 1
        STR_ALIEN_BASE: 1


# [=] Recon [=] <Advanced>
  - type: reconAdvanced
    firstMonth: 3
    lastMonth: 5
    missionWeights:
      0:
        STR_ALIEN_PROBE_MISSION_ADVANCED: 1
        STR_ALIEN_INTERDICTION_ADVANCED: 1
        STR_ALIEN_RESOURCE_RAID_ADVANCED: 1
        STR_ALIEN_INFILTRATION_ADVANCED: 1
        STR_ALIEN_BASE_ADVANCED: 1

I'm out of ideas on why the UFOs are not spawning, as far as I can see my code looks the same as what I'm finding in other people's missionScripts.rul.

8
Tools / Re: Art Testing Kit
« on: January 31, 2023, 09:20:31 pm »
I've uploaded Art Testing Kit V1-7, it now supports drawing routine 11. (Coelacanth & Displacer)

9
I haven't had time to try running a NuclearWorld campaign yet but I did dive your .rul files a bit, nice ASCII art dividing each code section in items.rul & manufacture.rul files.  8)

You start without radar. WHAT? HOW I'M GONNA SHOOT UFOs!?

NuclearWorld: A Post Nuclear Strategy Game looks interesting, keep up the good work Khaligufzel.

10
Help / Re: UFOs unexpectedly stop spawning after the month of May?
« on: January 31, 2023, 12:01:28 pm »
In missionScripts: I tried removing 'recon' and waited for 'reconAdvanced' to run but the later mission never seemed to kick in.

I did note that while 'recon' was enabled it is correctly spawning craft crewed with the 'Low Threat' race, so that is working.

Is there something besides assigning the firstMonth: value that I need to set to turn it on?

The Ruleset Reference mentions that default executionOdds: is set to 100 so I thought they should be guaranteed to run as soon as the value for firstMonth: was met.

This has me completely stumped.


The openxcom.log file doesn't show any error messages so everything is loading correctly... I think.
Code: [Select]
[31-01-2023_02-36-13] [INFO] OpenXcom Version: Extended 7.8 (v2022-10-29)
[31-01-2023_02-36-13] [INFO] Platform: Linux
[31-01-2023_02-36-13] [INFO] Data folder is:
[31-01-2023_02-36-13] [INFO] Data search is:
[31-01-2023_02-36-13] [INFO] - /home/username/.local/share/openxcom/
[31-01-2023_02-36-13] [INFO] - /usr/share/mate/openxcom/
[31-01-2023_02-36-13] [INFO] - /home/username/.local/share/flatpak/exports/share/openxcom/
[31-01-2023_02-36-13] [INFO] - /var/lib/flatpak/exports/share/openxcom/
[31-01-2023_02-36-13] [INFO] - /usr/local/share/openxcom/
[31-01-2023_02-36-13] [INFO] - /usr/share/openxcom/
[31-01-2023_02-36-13] [INFO] - /usr/local/share/openxcom/
[31-01-2023_02-36-13] [INFO] - /usr/share/openxcom/
[31-01-2023_02-36-13] [INFO] - ./
[31-01-2023_02-36-13] [INFO] User folder is: ./user/
[31-01-2023_02-36-13] [INFO] Config folder is: /home/username/.config/openxcom/
[31-01-2023_02-36-13] [INFO] Options loaded successfully.
[31-01-2023_02-36-13] [INFO] SDL initialized successfully.
[31-01-2023_02-36-13] [INFO] SDL_mixer initialized successfully.
[31-01-2023_02-36-13] [INFO] Attempted locale: C.UTF-8
[31-01-2023_02-36-13] [INFO] Detected locale: C.UTF-8
[31-01-2023_02-36-13] [INFO] Attempting to set display to 800x600x8...
[31-01-2023_02-36-13] [INFO] Display set to 800x600x8.
[31-01-2023_02-36-13] [INFO] Loading data...
[31-01-2023_02-36-13] [INFO] Scanning standard mods in ''...
[31-01-2023_02-36-13] [INFO] Scanning user mods in './user/'...
[31-01-2023_02-36-13] [INFO] Active mods:
[31-01-2023_02-36-13] [INFO] - xcom2 v1.0
[31-01-2023_02-36-13] [INFO] - IAR v0.1
[31-01-2023_02-36-15] [INFO] Loading begins...
[31-01-2023_02-36-15] [INFO] Pre-loading rulesets...
[31-01-2023_02-36-15] [INFO] Loading vanilla resources...
[31-01-2023_02-36-16] [INFO] Loading rulesets...
[31-01-2023_02-36-16] [INFO] Loading rulesets done.
[31-01-2023_02-36-16] [INFO] Loading fonts... Font.dat
[31-01-2023_02-36-16] [INFO] Lazy loading: 1
[31-01-2023_02-36-16] [INFO] Loading custom palettes from ruleset...
[31-01-2023_02-36-16] [INFO] Making palette backups...
[31-01-2023_02-36-16] [INFO] After load.
[31-01-2023_02-36-16] [INFO] Loading ended.
[31-01-2023_02-36-16] [INFO] Data loaded successfully.
[31-01-2023_02-36-16] [INFO] Loading language...
[31-01-2023_02-36-17] [INFO] Language loaded successfully.
[31-01-2023_02-36-17] [INFO] OpenXcom started successfully!
[31-01-2023_02-36-17] [INFO] Using software scaling routine. For best results, try an OpenGL filter.

Is there a different section I need to change to allow the later missions to be able to start that isn't in the missionScripts: section?


Here is the missionScripts: code from the Increased Alien Randomization TFTD (V0-1) mod:
Code: [Select]
missionScripts:


# [=] DELETE [=]
  - delete: recon
  - delete: invasion
  - delete: researchRetaliation
  - delete: beginnerRetaliation
  - delete: experiencedRetaliation
  - delete: veteranRetaliation
  - delete: geniusRetaliation
  - delete: superhumanRetaliation
  - delete: recurringTerror







# [=] Surface Terror [=]
  - type: recurringTerror
    conditionals: [-1, -2]
    missionWeights:
      0:
        STR_ALIEN_SURFACE_ATTACK: 100
    regionWeights:
      0:
        STR_NORTH_ATLANTIC: 10
        STR_SOUTH_ATLANTIC: 10
        STR_NORTH_PACIFIC: 10
        STR_SOUTH_PACIFIC: 10
        STR_MEDITERRANEAN: 10
        STR_SOUTH_CHINA_SEA: 10
        STR_INDIAN_OCEAN: 10
        STR_THE_EAST_SEA: 10
        STR_NORTH_SEA: 10
        STR_CARRIBEAN: 10
    useTable: false
    startDelay: 150
    lastMonth: 2


# [=] Surface Terror [=] <Advanced>
  - type: recurringTerrorAdvanced
    conditionals: [-1, -2]
    missionWeights:
      0:
        STR_ALIEN_SURFACE_ATTACK_ADVANCED: 100
    regionWeights:
      0:
        STR_NORTH_ATLANTIC: 10
        STR_SOUTH_ATLANTIC: 10
        STR_NORTH_PACIFIC: 10
        STR_SOUTH_PACIFIC: 10
        STR_MEDITERRANEAN: 10
        STR_SOUTH_CHINA_SEA: 10
        STR_INDIAN_OCEAN: 10
        STR_THE_EAST_SEA: 10
        STR_NORTH_SEA: 10
        STR_CARRIBEAN: 10
    useTable: false
    startDelay: 150
    firstMonth: 3
    lastMonth: 5


# [=] Surface Terror [=] <Elite>
  - type: recurringTerrorElite
    conditionals: [-1, -2]
    missionWeights:
      0:
        STR_ALIEN_SURFACE_ATTACK_ELITE: 100
    regionWeights:
      0:
        STR_NORTH_ATLANTIC: 10
        STR_SOUTH_ATLANTIC: 10
        STR_NORTH_PACIFIC: 10
        STR_SOUTH_PACIFIC: 10
        STR_MEDITERRANEAN: 10
        STR_SOUTH_CHINA_SEA: 10
        STR_INDIAN_OCEAN: 10
        STR_THE_EAST_SEA: 10
        STR_NORTH_SEA: 10
        STR_CARRIBEAN: 10
    useTable: false
    startDelay: 150
    firstMonth: 6





# [=] Recon [=]
  - type: recon
    firstMonth: 1
    lastMonth: 2
    missionWeights:
      0:
        STR_ALIEN_PROBE_MISSION: 1
        STR_ALIEN_INTERDICTION: 1
        STR_ALIEN_RESOURCE_RAID: 1
        STR_ALIEN_INFILTRATION: 1
        STR_ALIEN_BASE: 1


# [=] Recon [=] <Advanced>
  - type: reconAdvanced
    firstMonth: 3
    lastMonth: 5
    missionWeights:
      0:
        STR_ALIEN_PROBE_MISSION_ADVANCED: 1
        STR_ALIEN_INTERDICTION_ADVANCED: 1
        STR_ALIEN_RESOURCE_RAID_ADVANCED: 1
        STR_ALIEN_INFILTRATION_ADVANCED: 1
        STR_ALIEN_BASE_ADVANCED: 1



# [=] Recon [=] <Elite>
  - type: reconElite
    firstMonth: 6
    missionWeights:
      0:
        STR_ALIEN_PROBE_MISSION_ELITE: 1
        STR_ALIEN_INTERDICTION_ELITE: 1
        STR_ALIEN_RESOURCE_RAID_ELITE: 1
        STR_ALIEN_INFILTRATION_ELITE: 1
        STR_ALIEN_BASE_ELITE: 1



# [=] Invasion [=] <Elite>
  - type: invasion
    firstMonth: 6
    missionWeights:
      0:
        STR_ALIEN_PROBE_MISSION_ELITE: 1
        STR_ALIEN_INTERDICTION_ELITE: 1
        STR_ALIEN_RESOURCE_RAID_ELITE: 1
        STR_ALIEN_INFILTRATION_ELITE: 1
        STR_ALIEN_BASE_ELITE: 1


# [=] Alien Retaliation - Research [=] <Elite>
  - type: researchRetaliation
    missionWeights:
      0:
        STR_ALIEN_RETALIATION_ELITE: 100
    researchTriggers:
      STR_THE_ULTIMATE_THREAT: true
    startDelay: 150
    targetBaseOdds: 100
    useTable: false
    label: 3


# [=] Alien Retaliation - Beginner [=] <Elite>
  - type: beginnerRetaliation
    missionWeights:
      0:
        STR_ALIEN_RETALIATION_ELITE: 100
    firstMonth: 14
    targetBaseOdds: 100
    useTable: false
    conditionals: [-3]
    label: 4
    startDelay: 150


# [=] Alien Retaliation - Experienced [=] <Elite>
  - type: experiencedRetaliation
    minDifficulty: 1
    missionWeights:
      0:
        STR_ALIEN_RETALIATION_ELITE: 100
    firstMonth: 13
    targetBaseOdds: 100
    useTable: false
    conditionals: [-3, -4]
    label: 5
    startDelay: 150


# [=] Alien Retaliation - Veteran [=] <Elite>
  - type: veteranRetaliation
    minDifficulty: 2
    missionWeights:
      0:
        STR_ALIEN_RETALIATION_ELITE: 100
    firstMonth: 12
    targetBaseOdds: 100
    useTable: false
    conditionals: [-3, -4, -5]
    label: 6
    startDelay: 150


# [=] Alien Retaliation - Genius [=] <Elite>
  - type: geniusRetaliation
    minDifficulty: 3
    missionWeights:
      0:
        STR_ALIEN_RETALIATION_ELITE: 100
    firstMonth: 10
    targetBaseOdds: 100
    useTable: false
    conditionals: [-3, -4, -5, -6]
    label: 7
    startDelay: 150


# [=] Alien Retaliation - Superhuman [=] <Elite>
  - type: superhumanRetaliation
    minDifficulty: 4
    missionWeights:
      0:
        STR_ALIEN_RETALIATION_ELITE: 100
    firstMonth: 8
    targetBaseOdds: 100
    useTable: false
    conditionals: [-3, -4, -5, -6, -7]
    startDelay: 150

11
Help / UFOs unexpectedly stop spawning after the month of May?
« on: January 29, 2023, 09:46:09 pm »
After Solarius Scorch suggested using the alienDeployments: to control which alien race will be fought during the Battlescape I set to work creating a mod to up the encounter variety for TFTD using the randomRace: variable, and it works! (At least it appears to be, I haven't tested it thoroughly.)

Unfortunately what doesn't work is that after the month of May the aliens stop spawning most UFOs. (Colony Supply & Terror missions keep occurring, the rest stop completely.)

I'm still missing something crucial about how UFO spawns are setup, I think the problem is in the missionScripts: file but I'm not sure.

How I've got it setup is so that the original 'recon' missionScript: ends and is followed by 'reconAdvanced' which then also ends and is succeeded by 'reconElite'. However it seems that after the 'recon' missionScript: stops running the others are not starting.

I suspect that the 'recurringTerror' 'recurringTerrorAdvanced' 'recurringTerrorElite' missionScript: are also encountering the same problem.


Could someone please take a quick look and see if you spot something?


Mod Download:
Increased Alien Randomization TFTD (V0-1).zip

12
Work In Progress / [TFTD][WIP][OXCE] Increased Alien Randomization
« on: January 29, 2023, 09:42:33 pm »
[OpenXcom Extended version 7.8 or newer is required to use this mod] (Get OXCE 'HERE')

This mod will increase the amount of randomization that is being used to determine which alien race is crewing each alien submarine.

Each alien race will still only start appearing during the month they would have first potentially been encountered in the base game.

Spoiler:
The Transmission Resolver will no longer be able to tell you exactly which race is piloting an alien craft, but it will give you an idea about the range of the threat level that 'could' be onboard instead.


(Warning: Not currently functional.)
Something is currently wrong and UFOs stops spawning after may with the exception of Colony Supply & Terror missions.

Download:
Increased Alien Randomization TFTD (V0-1).zip

13
OXCE Support / Re: UFOs in the same wave with different races?
« on: January 27, 2023, 07:58:46 pm »
If I use alienDeployments: randomRace: will the Hyper-wave Decoder / Transmission Resolver in the Geoscape still correctly display the race that will be fought in the Battlescape?

Edit:
I just tested it.

This method does work! However the Hyper-wave Decoder / Transmission Resolver will become unreliable as it displays the original wave's alien race pick instead of the randomRace: that is replacing them.

I can work with this, thank you very much for the help.

14
OXCE Support / Re: HK soft lock
« on: January 27, 2023, 04:47:29 pm »
I don't disagree with you.

This was just my inexperience with the hunterKillerPercentage: setting.

15
OXCE Support / [Solved] UFOs in the same wave with different races?
« on: January 27, 2023, 04:38:53 pm »
My current understanding is that when a alienMissions: entry starts its waves: all UFOs share the same alien race.

Is there a variable I can assign or something script related that would allow for each UFO in a wave to have a different alien race?

Fighting the same alien until the end of the month can be a bit repetitive, if possible I'd like to increase the variety of aliens in the same month.


If this functionality doesn't already exist please consider this a feature request.

Perhaps something like being able to also assign the race weights to the UFO sets in the waves: section and having just those UFOs re-roll the crew's race and override the waves currently assigned race with the rest of the wave continuing to spawn using the one that was picked when that mission first started.

Code: [Select]
  - type: STR_ALIEN_PROBE_MISSION
    RaceWeights:
      0:
          STR_AQUATOID: 50
          STR_GILLMAN: 50
    waves:
      - ufo: STR_SURVEY_SHIP
        count: 1
        trajectory: P0
        timer: 9000
      - ufo: STR_ESCORT
        count: 1
        trajectory: P2
        timer: 7800
        RaceWeights:
          0:
              STR_AQUATOID: 25
              STR_GILLMAN: 20
              STR_LOBSTERMAN: 20
              STR_TASOTH: 35
      - ufo: STR_CRUISER
        count: 2
        trajectory: P4
        timer: 9000
      - ufo: STR_LOBSTER_CRUISER_OF_DOOM
        count: 2
        trajectory: P4
        timer: 9000
        RaceWeights:
          0:
              STR_LOBSTER: 100




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