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Messages - thusky

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16
Tools / Re: MAPVIEW upgrade
« on: August 08, 2022, 11:13:23 pm »
Heya! Sorry to revive this old thread but I suppose I can ask here for one tiny extra feature to MapView?

- Dark mode !

My eyes are literally bleeding after spending so many hours on map editing/making, not mapview's fault though I should see the sun more but I found that dark mode strains my eyes a lot less, maybe that's the case for you guys as well?

Anyways, thanks for maintaining that tool after so long, eager to see if it's already in the plans or not too hard to implement!  8)

Cheers!

17
Quote
Disabling selling is bad because how would you deal with storage overflow?

Hey Scamps! Yeah I agree it could be overly problematic, the use case of such a feature would mean you design starting base storage and missions around it, which is a lot of work for a single feature, I'm going to cancel that suggestion myself actually and place a "dropped" next to the title,

Thank you guys for the feedback!

18
Thanks for the feedback, yes indeed I did think this could be a potential tricky/rejected suggestion, all fine though!

If other people are interested it could still be of value but you do make good points here.

19
I don't have any strong feelings one way or another, but I do think a missing 'buy' button is likely to be as confusing and prone to 'is it a bug?' reports as an empty marketplace.


You're right it might confuse the player, I guess it's up to the modder to explain through an event or something!

Also, it begs the question of why you still have access to selling if you don't have access to buying? What kind of strange seller's market is this? ???

This feature would prevent both selling and buying at the same time I feel, as for transfers I imagine they could still be allowed, you just couldn't sell/buy (like an outpost for instance!)

How do you feel about that?

EDIT:

Those features could be linked to a facility/facilities, so it makes more sense to have a "marketplace", maybe that would be better?

20
Abandon reason: the concept has flaws and needs more thought

Hey it's me again, while I'm on a roll I might as well ask about this!

While it's already achievable to remove every single item from the hire/sack/buy/sell menu, I was curious if it was possible, as a request, to prevent access to this menu altogether (like newBaseUnlockResearch) until a research unlocks this menu?

It could be useful for mods with a campaign where you start from nothing, if you want to make your player learn the ropes or be in a tight spot at the beginning, until they either research the necessary topic or complete a certain mission, it would give a lot more progression to the beginning of a campaign!

Again I'm eager to see you how you feel about or if it's needed at all, it's already achievable, just less "clean" than just straight up preventing access to the menu to begin with!

This feature could also be used to prevent access to the marketplace for certain bases, but that's another kind of request I assume!


EDIT:

Dropped the idea since feedback makes a good point that this feature would involve a lot of headaches from both modders and the players themselves!

21
Question if better option would be limit by armor type?
Image XFiles where you have submarine and only armors for underwater are allowed.
Or car where you can't fit power armor.

------

I think it could be implemented similarly to base functions where you can create new types on the fly.

That's very good news! Of course I imagine more people would need to vouch for the suggestion before it gets on the waitlist? Would that be correct?

And yes! Armor type could also be the answer as mentionned in the presentation thread, it could really be either soldier/armor or both I think.

22
Not for each soldier type, but for each soldier type group. The crafts would still be restricted to their respective races.

If you'd construct a terror_ship_for_ethereals (this ship would have allowedSoldierTypes of ethereal soldier, ethereal leader, sectopod, etc..), then sectoids wouldn't be allowed on this craft. But if you added a manufacture design that takes terror_ship_for_ethereals as material and produces terror_ship_for_sectoids, then it wouldn't be a problem. Well, besides needing a lot of manufacturing designs for all combinations heh.

So restricting a group of soldiers for specific crafts would help more modders than having tags directly placed on soldiers themselves then? Fair enough, I could work around this restriction, I aim to make races a meaningful strategic choice anyways, the only reason I wanted this feature to allow for any race on any ship was mainly to be less restrictive at this level of play, but it doesn't hurt going deeper.

If more people prefer craft restriction (all the way as you propose here), I'm perfectly fine transforming that request to fit that criteria for sure!

It's a good call in the end anyways since I have alien ranks (which aren't "ranks" per say but different soldiers [Transformed, just have the rank in their name+stats really]). I could prevent certain soldiers (like terror units) from crewing a small scout ship for instance with your idea, since it's basically a list of allowed soldiers. Nice catch!

23
The "allowedSoldierTypes" solution would allow you to do this just fine. Since the property is a list, you simply add all soldiers, that are allowed on the same craft, to that list.

So your example wouldn't force the player to manufacture a specific craft for each soldier type then?

If that's the case, I'm in, for sure!

24
I think features which are designed to be used only in a single mod aren't useful enough to implement.

I completely agree with this!


So, I think the solution that adds a new property to crafts called allowedSoldierTypes (array of strings), makes the most sense, because it would also be usable by other mods.


Sure this could be a "related" feature, definitely not what I'm asking but this could be useful for sure!


If you have 10 different alien races, then thusky would need 10 different crafts, each restricted to a single alien race. So the player(alien) would have to buy/manufacture the craft specific for the race that they'd want to use on that craft.

That's the thing, I'm not asking for 1 craft=1 race here but soldiers with "tag A" can only be crewed with "tag A" soldiers, this could still prove useful to other mods, don't you think?

25
So, what did you mean in your original request?


My apologies, still a noob modder over here (I have a tendency to not use the right words either ahah), I'll try my best to explain through the code snippet you provided:

Code: [Select]
soldiers:
  - type: STR_SOLDIER_AQUATOID
    costBuy: 40000
    costSalary: 20000
    craftRace: Aquatoid
...

So not a new "type" just a "category" or "service" (I don't know how to call it really), that would be set once you crew that soldier into a craft.


...or do I need to introduce something new? So that you can have more than one unit type in your "alien race"...


I guess it could be a boolean for 1 single "type" like STR_SOLDIER for certain mods as well but that would be a different feature yes! Sorry for the missunderstanding.

26
True vanilla HWPs don't have a soldier type, they are not soldiers.
This would work only if you created soldiers that look like vehicles (btw. many mods already do this).

Which brings up a question: what should happen to the true vanilla non-soldier HWPs? are they all allowed? or are they all disallowed?

True they are items, I thought "services" as race categories I guess (since I use base services this way pretty much).

So there isn't a way to link soldiers and items to have both interact with each other in terms of service required?

If so yes, HWPs would be disabled and some soldiers would be used as "fake" HWPs,

In my case I thought HWPs would be terror units, if it's too much of a bother it's far from a deal breaker for sure! The most important part is really to have only 1 soldier type allowed per craft, that is the most important.

27


"allow only 1 soldiertype/race" as described by the example is relatively easy to do

I don't have any particular feelings about the feature myself, feedback welcome

"allow only 1 particular soldiertype/race" is a bit different, but also doable
Awesome!

I wanted to give further details on the feature as someone asked a question on the discord servers, the question was:

"Interesting idea. Not one I can see myself using, but nothing wrong with it as an idea. Although, would that not prevent you from carrying an HWP in addition to the soldiers, as they're two different things?"

My answer was:

"One wouldn't go without the other in a sense, once you bring a HWP of type A you can only load soldiers of type A and vice versa.
Much like requiresBaseFunc except the "service" becomes available as soon as a unit type is loaded"

It then returns nothing if the craft is empty, thus allowing for loading a new unit type again

28
Hey there!


I've been messaging Yankes and Meridian by PM and got recommended to make an official request here so everyone can estimate whether or not such feature would be nice for their mods (and thus be implemented, potentially).

I've been making a "Play as the aliens" mod for the past 3 weeks or so, as such I would like to force the player to only be able to have 1 alien race per craft, the feature would work like this:
Go to craft loadouts -> craft crew -> load 1 aquatoid soldier (now craft will only accept aquatoid units (soldiers/terror units)). -> Throw error message when trying to load a different race. -> Unload all  soldiers (empty craft) to accept other races again.

It is, in some way, similar to requiresBaseFunc but for crafts and would only trigger once a unit type is loaded (this could also be applied to armors for other mods).


Having soldier types limited per craft could be useful for mods restricting unit compositions, do tell me if I missed an additionnal benefit of such a feature though!

Do you guys think this would be an interesting enough feature to be added, could this be useful to you as a modder?



Cheers,
Nils

29
Help / Reaching out to old team members of UFO: TTS (The Two Sides)
« on: September 09, 2021, 02:11:17 pm »
Hey there!

I recently came back into TFTD and remembered how much fun I had with TTS, I figured why not, maybe with a little bit of luck I might be able to reach out old team members of the project!

I'm looking to adapt TTS to allow for TFTD mechanics and graphics altogether, considering I'd tweak them to avoid copyright issues, the usual you know (I'm a pixel artist by profession).

As such I was curious to know if the source code was still available somewhere, I saw a few posts here and there adressing the graphics (notably Xracer who seemed to have a connection with one of the artists).

If you happen to know Xracer or anyone who had a connection with the team, don't hesitate to answer here or to find me on the OpenXcom discord, I'd be more than eager to hear your story!

Cheers,

Nils

IMPORTANT EDIT:

I managed to reach out one of the former people working on the project. I decided it would be best to let that project rest! As such I'm going to take the long journey to adapt Open Xcom to have multiplayer geoscape/battlescape, it'll likely take years since I only have experience with C# and not C++ and still have no idea about open xcom code structure, wish me good luck,

See you space xcom cowboys!

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