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Messages - Finnik

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376
OXCE Suggestions OK / Re: Jumping movement type
« on: July 07, 2020, 05:04:27 pm »
Script are not capable right now to move units in any way, I have some plans for functionality like that but never have enough time to fully flesh out how it should work exactly.

I do not know how y-scripts work in code (I've tried to read it, but it's far beyond my comprehension), so I am trusting you here for sure. But is it hard to do that in code? like pulling down everybody if the unit has specific armor mod property and there is no ground in the tile it using (until it would be in such a tile)? Handling 2x2 units needed, though)

377
OXCE Suggestions OK / Re: Jumping movement type
« on: July 07, 2020, 11:31:04 am »
If anything, jumping (skipping) a tile saves TU's, since you need momentum to cross that distances. So it would be more logical if it consume tons of Energy like it would in RL, maybe even cause a little stun. Would be even better if the amount of energy it cost is related to the amount of weight of equipment that is being carried so it would become an incentive to not pack your soldiers to the max they can carry. It would also be even more realistic if you needed to run at least 1 or 2 tiles prior to the jump.

On that note, I would also be interested in Climbing. Don't know how many times i've wished that was possible to mount a sniper on a ridge. For example, you would need 90% Tu's & Energy to move from tile "A1-lvl1" to "B1-lvl2", and you would need both hands free.

Well, a general coding solution about jumping should e considered, and what resources would be consumed should be a modding problem. I imagine this like special abilities - rocket jumping armor with backpack (my initial idea, as I do not want to give floating powers to a player in my mod), super agile creatures jumping from standing (a chryssalid jumping on a roof where you want to hide) and stuff like that. I would guess that regular human jumping using momentum is way off the scope of this project, and I am not sure if it is even required much, compare to implementation difficulty. So I think of smaller steps first (they are already very huge in terms of work that needs to be done, though).
As for climbing - I don't know, actually. We can make maps with vertical stairs that works like a grav lift (pretty meh IMO, as you can perform shooting, as usual, kneel, etc, that looks not immersive). For grappling hook ideas - jumping system as I see it would fit your sniper's needs, but implementing climbing could be another big project, as there would be needed a lot of new stuff.

378
Work In Progress / Re: [WIP] X-Chronicles version 0.3
« on: July 05, 2020, 08:05:07 am »
Tried your mod today, very interesting and unusual, good luck to you! It's cool that you use new mechanics, it will be very interesting to see the development.

379
OXCE Suggestions OK / Re: Jumping movement type
« on: July 04, 2020, 08:54:09 pm »
Yeah, AI is the worst part in my plan, I never tried to do something about it before. As for action - I can't see how it can be used to have jumping armor with jumping (maybe built-in weapon, but I'd like to see it as movement mod, not tied to a weapon)...

380
OXCE Suggestions OK / [Suggestion] Jumping movement type
« on: July 04, 2020, 01:54:18 pm »
I noticed that among the modders from time to time the theme about the balance of flying armor and suggestions for new types of movement pops up. In my opinion, the possibility of free-floating for the player has too much influence on the balance of some mods, which places a strong focus on melee combat (for example, missions with monsters in XCF).
I would like to discuss the possibility of adding a third type of movement to the game along with walking and flying - jumping. For most gameplay moments, this type will be considered as walking (for example, when we select the node for unit spawning, jumping unit should spawn on walking nodes).
Essentially, this type can be something in between the two existing movement types, I would imagine playing for a unit with the jumping armor this way. When we select a point to move, we cannot select a tile that has no floor (just like the walking type). So we can't finish the movement by jumping in a floating state. However, the route can pass through a tile without a floor, as it does if the unit can fly. At the same time, the unit cannot stop in the middle of the movement, being in a floating state. For example, a unit will not stop if it spotted a new threat (as it does sprint). If the unit is forced to stop (for example, a player presses the stop button - RMB, or we encounter other circumstances when the unit can't continue with the planned movement - it falls down because it can't stay floating (like walking type does it). And you can't make a jump if the unit doesn't have enough TU to finish the jump and finish it on a tile that has a floor. Maybe we would ask the player to hold some buttons like Ctrl or Alt to make sure he or she wants to define jumping trajectory, to handle most cases where the game would perform pathfinding not right.
It would also be good to take the cost of traveling in the jump to the armor properties so that you can set the cost of resources for each tile passed in the jump - for example, that it would require more TU, and would not consume energy; or that the jump also uses mana, and so on.
I understand that this is a pretty ambitious project, and I haven't covered all of the problematic cases that can arise, and it's also a noticeable complication of the current solution. But in my opinion, it would significantly expand the gameplay and could be in demand in many mods, so I would like to discuss it. Maybe somebody has already considered this idea or even considered its implementation in code, I would be very interested to know about it.

381
Thanks! I was going to dive in that soon but had no idea where to start, now should be much easier!

382
The X-Com Files / Re: Music Suggestions
« on: May 26, 2020, 12:11:44 pm »
Project Xenocide Planetview 0.1 by Thomas Torfs:

https://github.com/astyanax/Project-Xenocide/blob/master/assets/Sound%20Department/Complete/Music/First%20Turn/10.%20Thomas%20Torfs%20-%20Planetview.ogg


IMO, the percussion is too laud to fit xcom style, but strings are fine. I've found, that it's pretty easy to create such music by own using, say, FL Studio, even without any music education. I'm planning to make some tracks for FTA by myself, as I failed to find proper music that can be looped well (play constantly during battlescape session) fit the original style and is distributed under some free license I can accept (like CC, that part is important for me). So that part of modding is in the scope of my modding tasks, the first 5-min long track is almost ready (tho, its pretty simple and ambient, almost sound design stuff with not real music, mostly). So if interested, I can somehow share an experience I gather so far on making sounds for xcom...

383
TY! 6.5.0 update would force me to set this option to false (or code that myself, but I'm afraid to go to AI part), as I don't want civilians shooting plasma when I cant (I have alien weapons that humans cant use by lore).

384
Thank you! It is very welcome by many mods!

385
OXCE Suggestions DONE / Re: Spawning missions at base coords
« on: May 14, 2020, 08:41:32 pm »
I faced that problem when making FTA, for nice solution it needs pretty invasive change so for my solution I end up with very dirty hack that is easy to code but even I don't like it  :( Base defense mission is very special, it uses both deployments (attacking ufo and base defense), where `data` is taking from attacking ufo and all other properties are taken from base defense deployment. So with that, we can change only all base defense at once, without having separate briefing for the special one.

386
OXCE Suggestions DONE / Re: Spawning missions at base coords
« on: May 14, 2020, 08:18:36 pm »
would that new base defenses have own deployment properties, like breifing data?

387
So by default civilians inherit a global setting and in order to keep behavior that was before 6.5 I would need to set up `pickUpWeaponsMoreActively: 0` for all civilian units if I don't want them to shoot plasma rifles (even if I can't do that yet)?

388
OXCE Suggestions DONE / Re: Slacking scientists/engineers indicator
« on: May 14, 2020, 08:02:40 pm »
I know its one of the canonical examples from "why my suggestion rejected" https://openxcom.org/forum/index.php/topic,6498.0.html
Quote
OpenXcom is a 320x200x8 game and anything that cannot fit into that won't be done.
So please don't ask for "just one more button above Intercept button on the Geoscape", you're wasting your time.
But still, if we are already there. What about making buttons for optional features that were implemented only as geoscape state hotkeys - global research screen, manufacture, daily experience, and stuff like that - useful features, that are already in the game, but only accessible with a hotkey. That hotkeys are not obvious, many people do not know they exist. Having UI buttons for it would be handier, IMO. It would not heart people who play 320x200 (though, IDK if it's me, but I can't set up this resolution in video options) - nothing would change for them, they would have only hotkeys as they do now. And it's not like much work - all states are there, just new methods for buttons, it's not hard at all.
I'd also like to have it behind some option like extended "Extended Geoscape UI" for those, how used to vanilla button set, and would not like changes.

389
OXCE Suggestions DONE / Re: Spawning missions at base coords
« on: May 11, 2020, 04:49:07 pm »
Maybe we can have syntax like that to solve the problem:
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION
    points: 0
    objective: 4
    spawnUfo: STR_BATTLESHIP # Vanilla - Spawned for the final retaliation run
    baseDefenseCustomDeployment: STR_BATTLESHIP #case we still want base defense without any ufo
    customMissionDeploument: STR_CULT_SAFEHOUSE #custom deployment, that would be spawned on top of the base
so before we to spawn a ufo with
Code: [Select]
const RuleUfo &battleshipRule = *mod.getUfo(_rule.getSpawnUfo(), true);
const UfoTrajectory &assaultTrajectory = *mod.getUfoTrajectory(UfoTrajectory::RETALIATION_ASSAULT_RUN, true);
Ufo *ufo = new Ufo(&battleshipRule, game.getId("STR_UFO_UNIQUE"));
ufo->setMissionInfo(this, &assaultTrajectory);
we can choose to spawn base defence with deployment `data:` loaded from `baseDefenseCustomDeployment:` or even just spawn a mission site within region's xcom base coordinates using `customMissionDeploument:`. I think we can process each rules suquencially using something like if(!ruleProperty.empty()), or pick only one with priorities customMissionDeploument -> baseDefenseCustomDeployment -> spawnUfo.

Also, I looked at how to tweak base defense deployment to make special one and end up to use the dirty hack, that is working more or less ok for FTA, but to make a general solution to use other properties other than `data` for baseDefenseCustomDeployment case it looks to me we should do a big job with battlsescape generation.

390
OXCE Suggestions OK / Re: Land/Underwater craft setting
« on: April 13, 2020, 01:42:13 am »
The most stupid thing in TFTD to me was that if USOs can fly over land, why can't they fly over water? It's faster, nothing limits them to hover as much time the RNG wants, so its also not about resources. The only explanation that the game engine does not allow that, and its sad to hear such an explanation for full price game, that was realized by a big dev studio.

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