16
Offtopic / Re: Irrelevant cat videos
« on: November 11, 2018, 06:02:42 am »
These are my parents' cats. Enjoy.
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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]
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
}
you can see why this wasn't done yet
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.
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.
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).
I don't play on touch, but i'd keep this as far as possible from the end turn button.
Maybe a Swipe across the main button space?
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?
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.
Also, it was nice to read this. I hadn't known before that holding shift makes soldiers ignore a newly sighted enemy without running.