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Messages - Kozinsky

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31
OXCE Suggestions DONE / Re: [DONE][Suggestion] More retaliation variants
« on: January 09, 2024, 11:41:38 am »
I am exploring the possibility of using alien missions with the "skipScoutingPhase: true" parameter. When generating such a mission at the beginning of the month, all player bases are marked with "retaliationTarget: true", regardless of whether the alien mission has started or not. I.e. player bases are marked "retaliationTarget: true" even if, for example, this mission has "spawnCountdown: 22355" at the beginning of the month.
I think this is not right. Player bases should become visible to aliens at the moment when such an alien mission starts (i.e. when it has "spawnCountdown: 0" and it generates the first UFO from the first wave).

And also, after repelling an attack of this mission on one of the player's bases (when that base's "retaliationTarget: false" flag is cleared), all other player bases stay marked with "retaliationTarget: true".

32
This mod crashes with the new Xcomfiles update a fix would be much appreciated

Fast-fix for XCF 3.2. Replace this file in "...\OpenXCom\user\mods\XComFilesArsenalAdditions-0.8.1d\Ruleset\" folder.

33
OXCE Suggestions DONE / Re: [Suggestion] More retaliation variants
« on: January 02, 2024, 04:30:51 pm »
I would like to understand the problem a bit more.
- What is the intended purpose of these features? I don't understand how the proposed solution differs from a normal retaliation (the description seems to describe the standard retal, too).
- What is "objective: 6" specifically for, if it's still X-Com base assault?
- Multiple UFOs: it's already possible, no? Ninjas in Piratez do that (the "ninja train" assault). Is it only about a new way to do this?
- What if UFOs with isRetaliationWave are mixed up with others? Is the mission interrupted if such a UFO is destroyed? If yes, what's the point of this feature? If no, what would be the intended purpose?

When I created this suggestion I thought that the player's base is always attacked by only one UFO specified in "spawnUfo". I thought that if the very first scout in the first wave finds the player base, then all the following scouting waves are canceled and a retaliatory UFO is generated to attack the found player base. Thanks to your questions and Meridian's explanation I realized that I was wrong))
So point 2 and 3 of my suggestion make no sense and should be ignored. As for the first point, Meridian suggested an adequate alternative via the "skipScoutingPhase: true" parameter.

"objective: 6" is a recently introduced new option for an "immediate" attack on the player's base, where a mission to defend the base is generated immediately, rather than a UFO flying to attack the base:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Alien_Missions


1/ skipScoutingPhase: true
3/ spawnUfo: ""
2/ multiUfoRetaliationExtra: true

Thank you very much! This is pretty much what I needed. Thanks to my new knowledge in this field I will be able to realize everything I wanted with these tools.

While testing the new features, I ran into a strange problem. For testing I use version OXCE 7.10.3, only X-Com Files mod and my test mod with this alien mission are used:
Code: [Select]
missionScripts:
  - type: testRocket
    targetBaseOdds: 100
    startDelay: 120
    missionWeights:
      0:
        STR_TEST_ROCKET: 100
alienMissions:
  - type: STR_TEST_ROCKET
    skipScoutingPhase: true
    points: 0
    retaliationOdds: 0
    objective: 4
    spawnUfo: "" #STR_SMALL_ROCKET
    multiUfoRetaliation: true
    multiUfoRetaliationExtra: true
    raceWeights:
      0:
          STR_SECTOID: 100
    waves:
      - ufo: STR_SMALL_SCOUT
        count: 1
        trajectory: P8
        timer: 10
        interruptPercentage: 5
When generating a ground battle on base defense according to the settings of this mission, for some reason the number of attacking sectoids is about 50, also cyberdiscs are present. However, for a small scout such a crew is clearly excessive. The same crew composition and when selecting any other vanilla UFO. I can't understand what the problem is?

34
The X-Com Files / Re: [Submod] Everyone surrender
« on: December 27, 2023, 09:15:28 am »
Sorry, but it's not a submod, it's a piece of XCF. The implication is that this file should be replaced in the mod itself, not installed and connected by a separate submod.
For the convenience of users who are not programmers, I recommend formalizing this as a submod.

35
Brutal AI / Re: Brutal-OXCE 7.12.2
« on: December 19, 2023, 11:07:41 am »
Congrats with the release!
And I suggest to change the picture of the executable file icon so that it will not be confused with the original OXCE. Something like this. I'm not sure if one ico file is enough to do this, or if all the other 11 files found when unzipping the exe file need to be processed as well.

36
The X-Com Files / Re: [submod]Submod list for XCF
« on: December 10, 2023, 11:46:57 am »
Hanger Expansion Mod - Bigger hangars (two and four craft). Author: Biggieboy / 0xEBJC.
Not "two and four", but "two and eight".

37
Does personal light affect visibility of soldiers at night? I.e. should I turn it off to make it more difficult for aliens to see my soldiers?
yes

Is this really true? Now I've done some tests (in debug mode, passing the turn to the enemy side) to see if personal lighting affects whether the enemy can see my soldiers. I came to the conclusion that it doesn't. I took into account the lighting level of the terrain and ran tests at different distances from the activated Electro-flare. When the lighting level was 6 or higher, the player's soldier was seen as "at daytime", and when the lighting level was 0-5, he was seen as "at night". For the tests I used XCF 3.1 and OXCE 7.9.8.

EDIT:
Never mind, I found the answer to my question:
Spoiler:

Hopefully the new features with personal lighting will eliminate such questions :)

38
The X-Com Files / Re: X-Com X-Files Resound Mod
« on: November 15, 2023, 09:24:33 am »
This link is dead.  Any possibility anyone could reshare this updated version?
Do you need exactly version 2.0? This is a very old version for older versions of XCF.
Use the latest version 2.80 from the first message.

39
Heyo, decided to reinstall openxcom and openxcom extended in order to give the xfiles mod another go. Unfortunately I seem to be getting some bug where cult activity gives me -300 points several times a month. I'm going to all the cult missions and capturing all the people, but the messages keep coming up. Growing cult influence or something. Photo attached, along with a save file. Any help would be much appreciated!
You're using a very, very ancient version of OXCE:
Code: [Select]
version: Extended 7.0
build: " (v2021-03-13)"

40
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: August 30, 2023, 10:44:42 am »
The description for the Position Marker (STR_HWP_MARKER_FOLDED) says that it "Has night vision and anti-camouflage capabilities". However, there are no parameters "antiCamouflageAtDay" or "antiCamouflageAtNight" in his armor (STR_XCOM_MARKER_ARMOR) properties, but only "visibilityAtDark". Is that normal or am I misunderstanding something?

41
OXCE Suggestions DONE / [DONE][Suggestion] More retaliation variants
« on: August 08, 2023, 07:40:18 pm »
A few suggestions for further development of this functionality:
1. Now the attacking UFO appears instantly and immediately on the player's base. I would like to be able to customize the trajectory of the UFO so that it flies to the player's base as it does the last UFO in the original retaliation mission (generated in "spawnUfo"): from a random point in a straight line to the player's base. This way, the player may have the possibility to intercept such a UFO before attacking the base.
For example, the "spawnOnPlayerBase" parameter: when it is in the "true" state, the UFO will be generated instantly at the player's base (as it works now). When it in "false" state, the UFO is generated away from the base and flies to the player's base.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_INSTANT
    points: 0
    objective: 6                # the new objective type
#    ignoreBaseDefenses: true
    spawnUfo: STR_BATTLESHIP    # this is the UFO that will be spawned
    spawnOnPlayerBase: false    # true by default
    waves:
      - ufo: STR_BATTLESHIP     # just put something here, doesn't matter
        count: 1
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

2. I would like to specify the number of UFOs attacking the player's base, not just one.
For example, their number should be specified in the new parameter "spawnUfoCount", and the interval of their generation would be set in the parameter "spawnUfoTimer". This is true for both the regular retaliation mission and this new instant retaliation mission.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_INSTANT
    points: 0
    objective: 6                # the new objective type
#    ignoreBaseDefenses: true
    spawnUfo: STR_BATTLESHIP    # this is the UFO that will be spawned
    spawnUfoCount: 2            # 1 by default
    spawnUfoTimer: 320          # 0 by default. How long after the previous UFO should this UFO arrive? (in minutes)
    waves:
      - ufo: STR_BATTLESHIP     # just put something here, doesn't matter
        count: 1
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

3. How about adding retaliation UFO generation to the "waves" section (in addition to "spawnUfo")?
For example, a wave that should generate UFOs to attack the player base could be labeled with "isRetaliationWave: true". UFOs from such a wave would not be generated if previous "normal" waves have not found the player's base. The "trajectory" parameter in this wave is ignored: UFOs fly in a straight trajectory to attack the base. This opens up the possibility to make several waves to attack the player's base, between which there can be normal waves searching for the player's base.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP
    waves:
      - ufo: STR_BATTLESHIP
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 2
        isRetaliationWave: true        # false by default
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 3
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

42
OXCE Suggestions DONE / Re: [DONE][Suggestion] Instant xcom base defense
« on: August 08, 2023, 04:29:20 pm »
A few suggestions for further development of this functionality:
1. Now the attacking UFO appears instantly and immediately on the player's base. I would like to be able to customize the trajectory of the UFO so that it flies to the player's base as it does the last UFO in the original retaliation mission (generated in "spawnUfo"): from a random point in a straight line to the player's base. This way, the player may have the possibility to intercept such a UFO before attacking the base.
For example, the "spawnOnPlayerBase" parameter: when it is in the "true" state, the UFO will be generated instantly at the player's base (as it works now). When it in "false" state, the UFO is generated away from the base and flies to the player's base.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_INSTANT
    points: 0
    objective: 6                # the new objective type
#    ignoreBaseDefenses: true
    spawnUfo: STR_BATTLESHIP    # this is the UFO that will be spawned
    spawnOnPlayerBase: false    # true by default
    waves:
      - ufo: STR_BATTLESHIP     # just put something here, doesn't matter
        count: 1
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

2. I would like to specify the number of UFOs attacking the player's base, not just one.
For example, their number should be specified in the new parameter "spawnUfoCount", and the interval of their generation would be set in the parameter "spawnUfoTimer". This is true for both the regular retaliation mission and this new instant retaliation mission.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION_INSTANT
    points: 0
    objective: 6                # the new objective type
#    ignoreBaseDefenses: true
    spawnUfo: STR_BATTLESHIP    # this is the UFO that will be spawned
    spawnUfoCount: 2            # 1 by default
    spawnUfoTimer: 320          # 0 by default. How long after the previous UFO should this UFO arrive? (in minutes)
    waves:
      - ufo: STR_BATTLESHIP     # just put something here, doesn't matter
        count: 1
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

3. How about adding retaliation UFO generation to the "waves" section (in addition to "spawnUfo")?
For example, a wave that should generate UFOs to attack the player base could be labeled with "isRetaliationWave: true". UFOs from such a wave would not be generated if previous "normal" waves have not found the player's base. The "trajectory" parameter in this wave is ignored: UFOs fly in a straight trajectory to attack the base. This opens up the possibility to make several waves to attack the player's base, between which there can be normal waves searching for the player's base.
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP
    waves:
      - ufo: STR_BATTLESHIP
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 2
        isRetaliationWave: true        # false by default
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 3
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        count: 1
        isRetaliationWave: true        # false by default
        trajectory: P8
        timer: 3000
    raceWeights:
      0:
        STR_SECTOID: 20
        STR_FLOATER: 20

43
The X-Com Files / Re: [submod] X-Com Files: Air Raids
« on: August 08, 2023, 02:50:15 pm »
Cool! Will this mod break my playthough adding this mid game?
No.

44
The X-Com Files / [submod] X-Com Files: Damaged Facilities (1.1.0)
« on: August 08, 2023, 01:09:35 pm »
If, during the battle for the player's base, any of the modules of the base is too badly damaged (for example, by too active use of strong explosives), then after the completion of the mission such a module will no longer disappear, but will be replaced by a damaged version.
Such damaged modules partially lose their "primitive" functions: storage space, personnel living quarters, workplaces, and gym workouts. At the same time, the "technological" functions of the module are completely disabled: UFO detection, scientific research, air defense, detention of prisoners and aliens.
To restore the module's functionality, it must be repaired - simply build a new module of the same type on top of the damaged one.

Requires:
    - OpenXcom Extended any version
      OR Brutal-OXCE any version.
    - The X-Com Files mod version 3.2 or higher.

Recommended for use with:
    - X-Com Files: Air Raids submod version 2.0.0 or higher, which adds ability to aliens to launch missiles or bombs that destroy base facilities without a base defense battle.

Compatibility:
    - Compatible with all other submods.

Notes:
    - You can activate this submod at any stage of your game.

Languages:
    - english (en-US)
    - russian (ru)

Download link:
   - https://mod.io/g/openxcom/m/x-com-files-damaged-facilities

If you speak English well, please suggest a more correct translation of the strings that are displayed to the player.

Changelog:
Spoiler:
    1.0.0 (08.08.2023):
Spoiler:
      - Initial release.
    1.1.0 (08.02.2024):
Spoiler:
      - Removed "missileAttraction" for better compatibility with "X-Com Files: Air Raids" submod.
      - Fixed bug of building a new module on top of any other damaged module.
      - Better images.

45
The X-Com Files / [submod] X-Com Files: Air Raids (2.0.0)
« on: August 08, 2023, 01:06:43 pm »
With some chance, each of the alien retaliation missions will end not with a troop landing on the player's base, but with a bomb or missile strike on the base, during which the base modules may be destroyed. Of course, as with a normal retaliation mission, the aliens must first locate the player's base.
During the bombing mission, the player's base is attacked by a UFO of the usual kind. Depending on its type, the strength of the bomb will vary.
During a missile strike, the player's base is attacked by a very fast missile, a new type of UFO that is almost impossible to shoot down. It also has several variations in the strength of the damage it inflicts on the player's base.
Defense with air defense systems will now become more relevant.

Requires:
    - OpenXcom Extended version 7.11.1 or higher
      OR Brutal-OXCE version 8.0.2 or higher.
    - The X-Com Files mod version 3.2 or higher.

Recommended for use with:
    - X-Com Files: Damaged Facilities submod any version, which adds destroyed versions of all base modules.
    - X-Com Files: Realistic Air Defence Systems submod any version, which adds new firing and reloading mechanics to air defense systems.

Compatibility:
    - There may be problems with submods modifying alien retaliation missions.

Notes:
    - You can activate this submod at any stage of your game.

Download link:
   - https://mod.io/g/openxcom/m/x-com-files-air-raids

Languages:
    - english (en-US)
    - russian (ru)

If you speak English well, please suggest a more correct translation of the strings that are displayed to the player.

Changelog:
Spoiler:
    1.0.0 (08.08.2023):
Spoiler:
      - Initial release.
    2.0.0 (08.02.2024):
Spoiler:
      - Added a new retaliation mission option where any UFO in the mission can attack the player's base (even small scouts), not just battleships.
      - Added many new missile attacks on player bases from space.
      - Added several new missile attacks launched from existing alien bases.
      - Added new item "Alien Bomb" for UFO bombing variants.
      - Added "missileAttraction" parameter for all base objects - a weight (i.e. not a percentage) of how likely alien missiles/bombs are to hit this type of object. This parameter was moved from the "X-Com Files: Damaged Facilities" submod.
      - Added two new retaliation options for late and very late game, with an increased number of UFOs and their more frequent attacks on player bases.
      - Bomber variants of UFOs now have alien bombs on board (watch out, they are VERY explosive!).
      - Rebalancing the odds of generating retaliation missions based on the current month of play.
      - Crew compositions for the bomber variants of UFOs have been changed: fewer soldiers and terrorists, more navigators.
      - Removed bombing missions for MiB, Hybrids, Syndicate and cultists.
      - Removed bombing versions for the Sentry and Airbiter UFOs.
      - Removed instant missile strike missions because the new missile strike missions can generate missiles almost instantly at the player base.
      - Removed the "big" missiles, as the new mechanics make it possible to attack player bases with multiple single missiles at once.

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