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Messages - Finnik

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421
Edit by Meridian: final solution here: https://openxcom.org/forum/index.php/topic,8017.msg125175.html#msg125175

Hello guys, im really interested what are you think about my tiny new feature for Open Xcom Extended in form of cantBeBuiltWith property for xcom base facilities.

Here is a sample ruleset code:
Code: [Select]
facilities:
  - type: STR_LARGE_RADAR_SYSTEM
    spriteShape: 1
    spriteFacility: 22
    buildCost: 800000
    buildTime: 25
    monthlyCost: 15000
    radarRange: 2577
    radarChance: 20
    mapName: XBASE_05
    cantBeBuiltWith:
      - STR_SMALL_RADAR_SYSTEM

What it actually does – its allows a modder to restrict certain facility to be built if the specified facility was already been built on that base. This will be especially useful for creating upgrades for unique facilities, that already using both buildOverFacilities and maxAllowedPerBase properties.
For example, in The Xcom Files we have the xcom HQ facility and its improved version. Thus, we would like to forbid the player to build a normal version of the headquarters if there is already an improved version, but we should allow building an improvement over the normal version of the headquarters.
There are not many changes:

https://github.com/MeridianOXC/OpenXcom/compare/oxce-plus...FinnikXCF:oxce-plus

I can make a pull request if it's ok. If not, please, let me know, I will correct it.

Any feedback from modders is also very welcome!




422
Next step: whenever an agent dies, this song plays :)

you can always change death sound)))

423

There is space for 6x6x8 = 288 facilities... if that's not enough for someone (even in megamods), then I can safely say that even 1000 or 10000 will not be enough for them.

yeah, but we have hangars as 4x4 blocks, they cut this math a lot. For me, I usually have 3 of them at the main 3 bases (for building crafts and having different assault crafts) and often 2 hangars at small bases for different interceptors. So for my loadout, 76 spots are used only for hangars leaving us 212 spots. With adding lifts to it we have 204 spots - not that small, but I can't say its enough for everything megamod could need. And its far less then 1000 or 10000.


 Even if you have 30 absolutely specialized buildings that you just must have built all at the same time.... how much is that? 30/288 = 10%. Measly insignificant ten percent!


I'm sure the day I commit XCF feature, adding 30 unique facilities that are absolutely necessary to win the game will be the day of my execution. That day I'll ask for mercy from players and cry, that its just "Measly insignificant ten percent!"

For now, I don't feel I can add even one more unique building, tho, I'd love to.


Hi Finnik, if you recalled our once online conversation in discord that coding 1x1 hangers is possible. If you can code this feature and limits which craft can dock the hanger. You will be doing us all a big favour.


Hold on, I never said that I'm the Chosen One, who can deal with it.
I newer saw related code and I have no idea what's needed and what is the lower side of an iceberg. I'm not any talented in coding, so if Dev's do not do it, I dare not claim.


424
I like both hangar types to make 1x1 hangars for XCF cars (for more 80% players I asked it is stupid that tiny car needs that huge and expensive space as a spaceship do), so its definitely a feature I would love to see in OXCE.

I was thinking of 2 stages of base defense mission and I don't understand how it should work. You come to the next stage when you enter a specific area or clear the map. It works well if you assaulting, but I can't imagine how defense should work then.

I'd think of it as a single map, generated with vertical levels (like XCF alien embassy map works) with a new feature for the base state. It would be great if we could define different texture for dirt blocks in base state. we also will need facility type to define if this module can be built on the top layer or bottom level (if we stick to 2 levels or more complex definition for the unlimited base levels).

As for facility space per base - I personally feel that we lack of space in XCF - a lot of LPs i saw in lategame have 100% filled base, I'm fealing that even in midgame I need more space in bases. Also as a modder I feel myself limited in options, especially after facility triggers go live (https://github.com/MeridianOXC/OpenXcom/pull/56/commits/a888c15031f0ef54cb25ed1af0ba0f6033d22752) - we could have specific mission, arc or event spawning buildings, like psi gates, different radars or scanners - endless possibilities! But I don't feel we should add even more facilities in XCF, as players will not be possible to fit everything he or she needs.

425
OK, I looked at replacing a unit sprite with a message and i think i would like to see something else for my XCF flashbangs - more like vanilla bleeding icon. Replacing unit sprite looks too brutal to me...

426
Not true, there's one more:




if that would be possible I would be SO happy!

427
The X-Com Files / Re: killing alien prusonners
« on: January 16, 2020, 06:12:32 pm »
Isn't there an option for research to add item after its finished? I think if not it can be coded, we have very same parts working on events state, so research state can do the same, i think...

428
OXCE Suggestions DONE / Re: [Suggestion] Terrain comand as an array
« on: January 15, 2020, 08:39:03 am »
Would it also use randomTerrains property? Or my additions are breaking something?

429
The X-Com Files / Re: Funding questions
« on: January 13, 2020, 05:14:02 pm »
Oh, yes. And I have a lot of base modules ideas, tho, the player will not be able to fit it in current base layout. All we have is to choose to advance buildings to build one on another. But that will break the uniqueness of modules. Say, I made advanced BioLab and advanced IntelLab (I even maid sprites and maps for them). But then I realize that if I implement it the player will be able to build the second Biolab as he or she upgrades the first to Advanced BioLab.

Hm, maybe we could have a property that blocks the opportunity to build block if the base already has defined block.
Say,
Code: [Select]
  - type: STR_BIO_LABORATORY
    cantBeBuildWith: [STR_ADV_BIO_LABORATORY, STR_FINNIKS_DREAM_OF_BIG_BASE]
    requires:
      - STR_BIO_LABORATORY
    spriteShape: 1
    spriteFacility: 871
    maxAllowedPerBase: 1
    provideBaseFunc: [BIOLAB]
    buildCost: 750000
    buildTime: 20
    monthlyCost: 70000
    sickBayAbsoluteBonus: 0.0
    sickBayRelativeBonus: 0.5
    labs: 5
    mapName: XBASS_28
    listOrder: 7060

Also, I would applaud to option to have a bigger base layout not limited to 36 tiles (with scrollbar, for example, to keep original resolution, or something like that)! Or, for example, we could have moddable option to have second layer of the base with more building cost on it. It would be opened with upgrading lift for 4 lvl map. And we can use Otto's verticalLevels, to generate base defence for such cases!
Сan a modder dream? :D

430
OXCE Suggestions DONE / Re: [Suggestion] Terrain comand as an array
« on: January 13, 2020, 04:44:57 pm »
It is expected by the design and we would like to use it this way. Executions, as I understand, call corresponding method separately, so it rolls also separately. In turn, in my realization, for fillArea and addLine we roll once for all blocks added, and it is also what I wanted here.

431
OXCE Suggestions DONE / Re: [Suggestion] Terrain comand as an array
« on: January 12, 2020, 05:52:42 pm »
in the current commit - there is no intersections with it, verticalLevels do not use randomTerrains, and i didnt changed anything about methods it uses

432
OXCE Suggestions DONE / Re: [Suggestion] Terrain comand as an array
« on: January 12, 2020, 05:26:19 pm »
Thank you! I just thought, that is affecting Otto's verticalLevels with it, and I'm glad Meridian choose a separate property for it, much more clear for me.
But I will remember, its handy. I need to dive more to methods we have about checking and converting data types.

433
OXCE Suggestions DONE / Re: [Suggestion] Terrain comand as an array
« on: January 12, 2020, 04:19:51 pm »
ok, i revented commit and made a new one.

https://github.com/FinnikXCF/OpenXcom/commit/af5b8b5f90033b5ecbdc5487925f0d9bb60b300b

now we are using
Code: [Select]
mapScripts:
  - type: URBAN_TEST
    commands:
    - type: addCraft
    - type: addBlock
      terrain: DESERT
      executions: 4
    - type: addBlock
      randomTerrains: [MARS, MOUNT]
      executions: 4
    - type: fillArea
      randomTerrains: [URBAN, FOREST]

I tested it with addLine also, looks ok.
Also, i tried to make changes into TestState, I hope i did it right, but I'm not sure, it is strange to me (I'm a noob in c++).
@Meridian, please, let me know if something needs to be corrected

434
OXCE Suggestions DONE / Re: [Suggestion] Terrain comand as an array
« on: January 12, 2020, 02:26:56 pm »
Ok, my bad  :-[
It was not crashing, but just skipping the command. I need to test things much more carefully. Let me redo it properly.

435
OXCE Suggestions DONE / Re: [Suggestion] Terrain comand as an array
« on: January 12, 2020, 02:04:23 am »
Quote
1/ You can't just change the existing syntax, some mods use it already and will break... it will need to stay backwards-compatible supporting both single string and array of strings
Yes, ofc I can understand that. The existing syntax for modder was not changed, so it will have all backward-compatible. I just thought it is illogical now to alienDeployments, but I think we can live with it

Quote
2/ the test case in TestState needs to check all terrains, not just one

Sorry, my bad. Thank you for reviewing my code!

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