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Messages - NiceMicro

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16
Offtopic / Re: Irrelevant cat videos
« on: November 11, 2018, 06:02:42 am »
These are my parents' cats. Enjoy.

17
Suggestions / Re: Things collapsing and falling
« on: November 02, 2018, 09:20:46 am »
I would do it like this (I haven't coded in C or Java for more than 5 years, and I'm not a programmer by profession, so excuse my syntax):

Code: [Select]
struct WeightDistrib {
byte weight; // the weight of the tile
byte below, above, ground, ceiling; // the supports from the tiles from below and from above
byte north, south, east, west; // supports from the tiles on the sides
}

WeightDistrib tileWeights[xMax][yMax][zMax]
WeightDistrib floorWeights[xMax][yMax][zMax]

and then when a tile is destroyed, I'd check all neighboring tiles if they are supported by the following function:

Code: [Select]
bool IsSupported(WeightDistrib currentTile, int x, int y, int z) {
int supportedWeight;

supportedWeight = 0;
if (IsThereObject(x-1, y, z)) supportedWeight = supportedWeight + currentTile.west;
if (IsThereObject(x+1, y, z)) supportedWeight = supportedWeight + currentTile.east;
if (IsThereObject(x, y-1, z)) supportedWeight = supportedWeight + currentTile.south;
if (IsThereObject(x, y+1, z)) supportedWeight = supportedWeight + currentTile.north;
if (IsThereObject(x, y, z-1)) supportedWeight = supportedWeight + currentTile.below;
if (IsThereObject(x, y, z+1)) supportedWeight = supportedWeight + currentTile.above;
if (IsThereFloor(x, y, z)) supportedWeight = supportedWeight + currentTile.ground;
if (IsThereFloor(x, y, z+1)) supportedWeight = supportedWeight + currentTile.ceiling;

return supportedWeight > currentTile.weight
}

int DestroyObject(int x, int y, int z,) {
ObjectTile(x, y, z).Exists = False;

if ( !IsSupported(tileWeights[x-1][y][z], x-1, y, z) ) DestroyObject(x-1,y,z)
if ( !IsSupported(tileWeights[x+1][y][z], x+1, y, z) ) DestroyObject(x+1,y,z)
if ( !IsSupported(tileWeights[x][y-1][z], x, y-1, z) ) DestroyObject(x,y-1,z)
if ( !IsSupported(tileWeights[x][y+1][z], x, y+1, z) ) DestroyObject(x,y+1,z)
if ( !IsSupported(tileWeights[x][y][z-1], x, y, z-1) ) DestroyObject(x,y,z-1)
if ( !IsSupported(tileWeights[x][y][z+1], x, y, z+1) ) DestroyObject(x,y,z+1)
if ( !IsSupported(floorWeights[x][y][z], x, y, z) ) DestroyFloor(x,y,z)
if ( !IsSupported(floorWeights[x][y][z+1], x, y, z+1) ) DestroyFloor(x,y,z+1)
Return 0
}

int DestroyFloor(int x, int y, int z) {
FloorTile(x, y, z).Exists = False;

if ( !IsSupported(floorWeights[x-1][y][z], x-1, y, z) ) DestroyFloor(x-1,y,z)
if ( !IsSupported(floorWeights[x+1][y][z], x+1, y, z) ) DestroyFloor(x+1,y,z)
if ( !IsSupported(floorWeights[x][y-1][z], x, y-1, z) ) DestroyFloor(x,y-1,z)
if ( !IsSupported(floorWeights[x][y+1][z], x, y+1, z) ) DestroyFloor(x,y+1,z)
if ( !IsSupported(tileWeights[x][y][z-1], x, y, z-1) ) DestroyObject(x,y,z-1)
if ( !IsSupported(tileWeights[x][y][z+1], x, y, z) ) DestroyObject(x,y,z)
Return 0
}

In this case what I'd do is in case of a destroyed floor tile, I'd check neighboring floor tiles, the object "on" the floor and "below" the floor. In case of a destroyed object tile, I'd check the neighboring tiles, the tiles above and below, and the floor tile on "below" it, and the floor tile "above" it.

In this I am having some assumptions about the data structure, most importantly, that floor and object tiles are in separate 3 dimensional arrays, with the floor below the certain object go by the same z coordinate.

Edit: I was thinking about only the weight of neighboring tiles as an approximation, so if you set it up that one pillar can hold a floor tile, and one floor tile can be held by one remaining neighboring floor tile, than this pillar will be able to hold an infinitely big floor by itself. But I think by tuning the weight and how it is supported on the sides, you could achieve an effect that the whole ceiling crumbles if one tile is missing, and you can also also you have one where you have to shoot all neighboring tiles to get the middle one destroyed.

This is how much I have thought about it now.

18
Suggestions / Re: Reward for autopsy
« on: November 01, 2018, 06:03:42 am »
The way I could imagine this work is that some autopsies being the requirement for some kinds of weapons or ammunition that is specifically against a certain weakness an alien has, like higher damage armor piercing bullets once you do autopsy on a muton or whatever.

19
Suggestions / Re: Things collapsing and falling
« on: November 01, 2018, 04:49:04 am »
you can see why this wasn't done yet

Yeah, I kinda suspected something like this. Maybe an additional file, that only contains the additional physics information for each tile could be a solution? If there is no corresponding file like that, everything defaults to 'hovering' or something.

The other end of the problem, namely the editing tools being rigid seems to me the biggest ordeal :(

Anyways thanks for the reply, I just really like this game and enjoy throwing ideas back and forth.

20
Suggestions / Things collapsing and falling
« on: October 30, 2018, 09:48:15 am »
Hi!

I have always been amazed how determined street lights are to stand there, you shoot the lamp post, and the whole structure just keeps standing. Same with buildings after shooting out all the walls, they still stand strong.

I wonder if it would be somehow possible to give at least a few structures a more realistic effect by having some tiles rely on the tiles below or next to, and if a certain amount of  support is gone, collapsing?

This of course would bring other implications that can or can not taken into consideration at this point, like what happens to someone if the floor or the chair from upstairs falls on them?

What I have been thinking about is more along the lines of a simple collapse model, i.e. the lamp post case, every tile of the post relies on the tile below 100%, while the lamp itself is to the side, so it relies on the one next to it (depending on direction), so if there's a tile destroyed, the tiles over and next to it are checked for consistency, so by one shot, you can destroy the whole post.

For walls, i.e. on the 2nd floor, I'd say, 40% is supported by the wall below, 30-30% by the walls next to it, so if you just shoot out the bottom wall, it stays there, but if you shoot also the wall next to it, it's gone. Some floors, that hinge overhead, can have their full weight supported by the floor tiles next to, so if you clear let's say the walls on 3 sides of the building, than the tiles supported mostly by the walls can start to fall and cause a cascade of falling ceiling elements.

21
It sounds interesting, but I think that a weapon that hurts its user on a consistent basis, is a neat idea in and on itself. Like you can use that huge cannon for sure, but it has a toll on your soldier.

22
OXCE Suggestions Archive / Re: [Suggestion] Chained explosions
« on: October 25, 2018, 03:18:59 pm »
Xcom Apocalypse had a feature where grenades and explosives lying on the floor could explode when they are hit by fire of explosions.
I think it was I good mechanic and I would love to see it in OXCE.

For ammunition with the tag, it would mean that the whole magazine would blow up at once and distribute the projectiles with the shotgun mechanic in random directions.

I find this idea arousing :)
Chain explosions already happen for certain  terrain elements (in Area 51 they can ruin your day very easily) so I don't see why wouldn't a poorly discarded grenade cause similar mayhem. Of course, realistically, military grade explosives don't explode when put to fire, but a shockwave of a strong enough explosion... maybe. But incendiary stuff causing more fire, if receiving fire, that's surely realistic.

23
Suggestions / Re: When countries stop funding Xcom
« on: October 25, 2018, 12:12:32 pm »
A simpler idea: perhaps it can be done so the alien base created during alien pact is different from the normal alien base... More difficult or multi-stage (with humans and aliens)... or something?
I would like the idea of having a mission site instead of the alien base, once an infiltration mission is completed. It would make sense in the gameplay, and while regular bases are built so the aliens can do their missions on Earth more easily (bases can spawn missions in OXCE if I'm not mistaken), while the infiltration mission could have some kind of joint human-alien effort represented by creating a combined HQ or something.

24
Released Mods / Re: Comparision of mega mods
« on: October 17, 2018, 09:11:46 am »
I think most megamods change the tech level scaling to always keep the earlier weapons. Also, any mod that adds a lot of content involving aliens will likely include new alien weapons and thus more alien teching throughout the game. My Faithful mod keeps alien weaponry simple and merely ensures that plasma rifles and pistols are still around in the end game. My Rebalance mod also does this. But my upcoming mod (Harmony) will do more with aliens and their weaponry.
I see. I am currently (slowly) playing Area 51, and I love that mod to pieces, it is usually very limited what I encounter (if I exclude those new alien species that have a "built-in" weapon): it is usually heavy plasma and small launchers (with elerium bombs though).
It has been one of my problems with the original game, too, that heavy plasma is just the ultimate weapon in both my and the aliens' hands, so I would really appreciate a bigger diversity in that, too, like a heavy plasma that actually acts as a heavy weapon: clumsy, slow but high damage.

25
Released Mods / Re: Comparision of mega mods
« on: October 15, 2018, 11:36:56 am »
I have an additional question:

What are the megamods, where the Heavy Plasma is not the (almost) only weapon one encounters after a few months on the parts of the aliens?

26
OXCE Suggestions DONE / Re: [Suggestion] Touch controls
« on: October 02, 2018, 01:56:27 pm »
I don't play on touch, but i'd keep this as far as possible from the end turn button.

yeah, true.
Well, I don't play touch either, and even I had the problem of misclicking on the turn end button. I wouldn't be against a way where I have to confirm ending the turn the way I have to confirm aborting the mission, to be fair.

27
OXCE Suggestions DONE / Re: [Suggestion] Touch controls
« on: October 01, 2018, 05:33:06 am »
Maybe a Swipe across the main button space?

What about an extra button next to the soldier's name like this (attached)?

Or I'd switch out the "abort mission" button for the arrow to turn page, as that button is not used very frequently during missions.

28
OXCE Suggestions DONE / Re: [Suggestion] 3 new Geoscape mechanics
« on: September 29, 2018, 03:52:32 pm »
From a gameplay perspective it's the best solution - if there was a base entrance, wouldn't it also be weird that you couldn't assault the base at the same time? And if you did, would you be willing to play a 2 part mission?

Yeah I get that :) sometimes the gaming experience is more important than realism, but I would kinda wonder if I attack a landed UFO next to a base, wouldn't the soldiers stationed at the base would help? Of course it could mean either a very difficult mission, or a nerfed supply ship. I would imagine a situation where you can just destroy the alien food or something in the supply ship and abort to cancel the supply of the base, or you can also assault the base if you feel like.

Thanks for the reply! I am just throwing ideas around.

29
OXCE Suggestions DONE / Re: [Suggestion] Touch controls
« on: September 29, 2018, 08:31:49 am »
But adding many individual function buttons on a touch screen can easily end up filling up the touch screen, unless they instead take advantage of dead space in a typical tablet screen format to add the buttons.

This is why I would suggest to just use the regular space where the buttons are and set change one button (maybe abort misson?) or add some way to change the button space to the "advanced" commands space.

Also, it was nice to read this. I hadn't known before that holding shift makes soldiers ignore a newly sighted enemy without running.

And this would make it easier for us to use the full functionality without having to know the key combinations.

30
OXCE Suggestions DONE / Re: [Suggestion] Touch controls
« on: September 29, 2018, 06:29:46 am »
As a less experienced user and very casual gamer, I would find it a better idea to have the buttons correspond exactly to the functions they represent, not just for keyboard keys or mouse buttons.

What I mean is, that it would be much easier, if there was a way to toggle maybe the main set of buttons into a secondary set of buttons, with switches for the following actions:
* Forced fire (On/off)
* Running (On/off)
* Strafe (On/off)
* Open door
* Turn left
* Turn right
* etc

These could be very easy-to-process pictograms, with the same tool-tip system that's used currently. (I don't know about the touchscreen version, does it have tool-tips if I press on the button longer or something?)

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