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Messages - Tekamthi

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16
Is it possible to block a unit's ability to open doors (ie make it so dogs can't)?

17
all weights must add to 100 then, inferring from example?

18
OXCE Support / Re: [IDEA] Different Retaliation Missions/Deployments
« on: August 07, 2018, 02:33:44 pm »
Can you explain to me how it works? I see this:
Code: [Select]
  - type: STR_ALIEN_RETALIATION_L
    missionWeights:
      0: 20
But I can't figure out what a missionWeight of 20 means??

I'm a little new to this, was wondering this too.. the "0" should be the mission string you want connected to this script I think, but if you only had one in the list with a weight of "20" like this (or any weight for that matter), your odds of spawning this mission are 100%, right?  ie you'd need two weighted list missions before the weight would have any effect? 

Or are these weights hard percentages? ie only one in list w/ weight 20 means 20% chance of this mission, 80% chance of going to mission table?

19
took a glance at your code -- i'm hardly qualified to be a critic, but I think I 'get it' high-level at least

seems to me that there's substantial code required to narrow this feature to just tanks?  strikes me on 2nd thought that OP spec might be simpler in some ways.. or merge the two ideas... ie convert every unit/item's weight into a rounded item-limit integer, tallying these against the craft's existing item limit framework. Let modders adjust the weights/craft limits from there. W/ an optional weight override variable for limit purposes as per OP spec, but available on all items and units (ie if you want just one or other, override the unwanted category with 0 craftWeights), you could effectively hit everyone's wishlist here so far i think.

this might raise this issue from above re: weird item numbers and frustrations trying to fill the available # left over.. on an even more wishful version of my list, you might solve this with a "soft" limit where you start reducing craft speed and range for limit overage, rather than having a binary on/off condition.  I know I'm probably dreaming though :D

20
gotcha -- well i imagine you'd be doing most of the work that you'd need for an item model anyway, in order to accomplish the OP specs -- if the unit part were implemented, seems the item part would be a couple lines more of code?  this would be a nice add

on the other hand, Yankes' suggestion does sound like it'd be mostly on point for unit constraint, and maybe a lot less dev work


21
another recent discussion re: FMP reached this conclusion here https://openxcom.org/forum/index.php/topic,6462.0.html

in my own context, i'm back to using item limits for the constraints this imposes on missions, as I find this a significant added difficulty factor, but craft weight limit overall would be far preferable.

Is there a reason that OP is only focused on units? ie does this already exist for items? from my perspective, ideally such a system would integrate overall craft loadout, and might have two 'limits':  a lower weight limit at which craft speed begins to be reduced, and an upper limit at which the craft just can't take off anymore.  With some existing oxce+ stuff like HK, and maybe xcom craft crash sites eventually, this would have interesting player-choice implications

22
OXCE Support / Re: [QUESTION/SUGGESTION] control spawn of civilian types
« on: August 03, 2018, 05:41:18 pm »
I'm still putting together the complete picture of how the rulesets fit together in my head, but yes, I'm pretty sure that'll work.  Thanks! 

Is there a comprehensive ruleset reference anywhere, the way there is for the OXC nightly?  I've been picking at forum threads and the OXCE+ changelog, but missed that bit re: random civilians etc.

Just to clarify, if I understand things right,:   if I wanted to have an NPC only show up occasionally on "existing" missions, I'd have to copy the mission/deployment/script ruleset entries themselves, and set the script to spawn these alternate mission versions on low chance?  Do I have roughly the right picture here? if so, it would be slightly preferable to somehow be able to weight the existing list of randomCivilians, though through the above ruleset detour, I'm happy.

23
OXCE Support / [Solved] control spawn of civilian types
« on: August 03, 2018, 03:46:42 am »
is it possible to control how many and/or the chance of a civilian type spawning?  I've seen some vague references to these in terrains and mission rulesets, but not so specific. guessing its a no go for now.

really i was thinking of limiting a civilian type to just a single unit max (but w/ units of other civilian types too), ideally on a very low % spawn chance, to have unique neutral NPCs that show up occasionally in terror cities etc.. maybe for xcom-eu-style "soldier reward" missions, rare items, or just for variety. w/ some other OXCE+ options I've caught like soldier mfg/projects and civilian recovery, could be some other interesting options.  any chance this might workable? alien races & ranks already seems to work similarly, afaik


24
Released Mods / [MUSIC] X-Files Soundtrack
« on: August 01, 2018, 09:44:28 pm »
As much as I love the stock x-com soundtrack, the game is hundreds of hours long, and it gets tiring after a while.  Tried a few of the alternatives posted on here, but eventually wanted some more choice.  Here's my contribuion  :D

Merged some tracks from the X-Files TV-show soundtrack (ie the old show -- not necessarily related to the mod on these forums, though it should work fine w/ it).  Fits in well enough w/ spirit of vanilla x-com

https://mega.nz/#!CyhnhBRb!EHbThNQsKnr5HC_kcUa3Vn1ICl0ifGR0dkAhRUz6Lvs

25
Released Mods / Re: Final mod pack balance fix
« on: August 01, 2018, 08:41:23 pm »
I don't really like the items limit, where taking 20 rocket launchers is the same as 20 clips.
If there was a weight based system, I'd probably use it, because I agree there's a bit of a problem.

Agreed, weight limit would be great -- though the item limit still imparts a constraint that I missed from old xcom play.  In turn, this adds important-if-subtle value to HWPs (ie lots of firepower for 1 item).  I'm also thinking of adjusting some of the smaller researchable ships to have higher item proportions as a small bonus, though as-is i have all set to roughly the 80/skyranger ratio

26
Released Mods / Re: Final mod pack balance fix
« on: August 01, 2018, 08:22:00 pm »
I didn't have any of the same balance concerns as OP necessarily, though I like the idea of a separate thread for these fixes.  The main FMP thread is so long now, its hard to find where others have posted these or other FMP-focused mod mods. 

Anyway, if OP doesn't mind a bit of a hijack towards broader FMP balance discussion, I'll add my thoughts here instead of main thread.

In the other thread, I discussed how my game brought all lasers/gauss/rail/nuclear laser all at once, making many of these kinda pointless in my playthrough.  As a bandaid to this, I went through my save file and deleted all these techs and sold any items i had made, and adjusted the research tree a little here... tbh I don't know if what I've cobbled together will work exactly as intended (part of my motivation for posting here, hopign i can get some eyes on it), but I'm aiming to have every weapon group unlocked only by an engineer, and only after a previous group has been completed, forcing a progression of Gauss -> Laser -> Advanced Laser/Rail.  So to get laser unlock, for example, you'd need to finish all gauss THEN research an engi... same for other groups.  Again, I'm a little unsure if I've implemented this correctly, would appreciate any feedback from more experienced modders.

Also, I was tempted early in FMP to leave the item and craft limits off, to test out all the new toys the mod adds.  The result eventually was a pile of 100s of bombs and guns going with me on every mission, and a new tactic of making throw-chains from the skyranger to the enemy's front door, to quickly move the limitless supply of explosives into kill range... Or re-equipping the entire squad mid-mission to best counter w/e we're facing... not things i remember doing in the old game lol. I've recently turned these item limits on, and this brought back a lot of subtle but important constraints from vanilla that I had forgotten about.  This itself has been a nice difficulty bump, especially where i guess wrong what i'll be facing on a mission.  Anyway, attached a file that sets limits per craft in FMP, using the vanilla 80 items per skyranger ratio, and adjusting proportionally based on cargo size of each in FMP.  In hindsight, I wish I had played with this from the start.

edit: zipped wrong version of researchstages -- had something with adv lasers backwards in other -- fixed

27
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 24, 2018, 07:09:55 am »
Alien bases aren't that hard, though. At least not objectively. I think we need something stronger.

I was half expecting more multistage stuff in FMP.. is this even possible? attacking a base should be 2-stage i think, to make it harder... a lot of the hybrid and MiB fortresses look like entrances to something underground

28
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 21, 2018, 10:00:10 pm »
I have ideas on how to improve this situation... Sadly, vanilla OXC (as opposed to OXCE+) doesn't support them. :P

(What I would like to do is to add an advanced laboratory which would be required for high end weapons... But alas, building functions are not supported by OXC. So sad.)

that sounds cool.. maybe you could tie these unlocks to something only obtainable in alien base? maybe i don't understand the full subtleties, but its generally my policy to leave the bases up and farm the supply ships once a country has been inflitrated... game could use some more motivation to raid these directly i think.

anyway, w/e direction you take it, thanks again!

29
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 19, 2018, 03:03:04 am »
I completely agree. The tech comes way to fast once you get the engineer. I started making laser weapons with clips to find out "Nuclear" laser weapons do not need clips in the same month. Gauss, I am not even using because rail opened up at the same time and is superior. I think there are to many "weapon" types imo. Gauss or Laser but not both. Not unless the game is balanced more to give each a part in the progression.

I'm at the early part of this phase, ie finally got the battery unlock and got the alien laser, as well as the ability to research the other lasers and gauss and advanced lasers (each of which is a matter of days now with the 14-month x-com industrial complex pushing R&D).  The gauss research is unlocking both the gauss and rail versions of corresponding weapon.  It's not too many weapon types imo, but just too much too fast.. I'd definitely wanna keep the variety, but I'd separate out gauss/rail more through research somehow, maybe force pistol -> rifle -> heavy or rifle -> pistol -> heavy on each weapon category's research (why bother with pistols, really?), and more engineer captures (or MiB scientists, these are hard to stun) for each stage.  Even if at end-game, there is a clearly 'best' choice of gear, I'd love FMP even more if each had its era for a month or so in the progression through the tree on the way there.

30
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 18, 2018, 04:43:18 am »
I finally captured an Engineer and it just opened up a huge tree of new weapons. Based on this if I had known I would have gone after the early missions more fiercely to get early Engineers as the 1st month or two was much easier than month 6.

My experience was much the same, except it took me to month 13 to clear the bottleneck.  The effect, though, has been fantastic, as I've had to rely on conventional weapons for a long time, of which there is an ample selection in FMP, and the few laser/gauss I've been able to collect from missions, saving these for special occasions.  After I cleared the initial stages, and found tactics that could avoid major squad wipes most of the time, I only had anthropods/MiB/Hybrids, w/ the odd other race occasionally showing up, and couldn't stun anything of value for a long time.  I finally got a sectoid commander in a jungle pyramid, grabbed his body and evac'd, and more recently sectoid and floaters have reappeared in greater numbers, allowing me to finally access engineers and gauss/railguns/lasers.

The gauss/lasers have come all at once mostly though.  I might have prefered to need an engineer even to unlock each next one, to draw out the progression further, as suddenly in the span of about a month, my former logistical concerns are all but gone.


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