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Topics - bladum

Pages: 1 [2] 3
16
Suggestions / more advanced map scripting (for vanilla)
« on: December 15, 2014, 04:21:03 pm »
Hi,

Idea is simple

Change this

Code: [Select]
  - name: JUNGLE
    textures: [6]
    script: JUNGLE
    mapDataSets:
      - BLANKS
      - JUNGLE

Into this
Code: [Select]
  - name: JUNGLE
    textures: [6]
    script:
      - JUNGLE01
      - JUNGLE02
      - JUNGLE03
    mapDataSets:
      - BLANKS
      - JUNGLE

Game would pick one of scripts from the list, instead of one. For more variety of randomly generated maps even for vanilla.

Tom

17
Open Feedback / map scripts based on ufo or mission type ?
« on: December 15, 2014, 04:06:24 pm »
Folks,

Is it possible to create battlescape for specific type of mission without a x-com craft or / and alien UFO ?

I mean one side of battle was surprised or / and make a camp and there fore this is not always craft vs ufo battle. This is already implemented in map scripts but there is no connection between mission / UFO and script. There is only connection between terrain and map script.

Tom

18
Is it possible to add a feature that let user to check ufopedia screen for particular item when clicked on it in the battlescape ? For example right mouse button (or any other click) an a pistol moves user to ufopedia page for pistol and then comes back to the game. This is rather for mods as vanilla is quite simple about it.

I remember Master of Magic game when all game objects when clicked RMB gave pedia screen.

19
Simple question

Those variables controls effective range and accuracy of weapon. This is obvious how it works.

Code: [Select]
maxRange
aimRange
snapRange
autoRange
minRange
dropoff

But i would like to know does it in any way impacts alien behavior ? I mean if i put for pistol maxRange of 10 alien will never shoot it outside range neither it will try to come closer to be inside range. If maxRange is 200 then it will still try to shoot even when snapRange is set to 5, dropoff to 10 making the effective chance to hit below zero. Does this is effected by Sneak AI somehow ?

PS: I found that this works ok for melee weapon, alien tries to come closer to hit soldier with range of 1 tile.

20
Work In Progress / new altenrative alien missions
« on: December 11, 2014, 11:35:50 pm »
Folks

Few ideas for new aliens mission. Possible to create even in vanilla. I made trajectories for every mission and almost complete maps / UFO for them.

1) Convoy shipment mission

This is a mission when UFO like freighter starts in area 5, goes to area 0 at low speed, then goes to 5 again. Crew is medium size, weapons are small, but there are additional elerium / weapons inside ship. This would be nice to shoot down this UFO for its prize. This is like supply ship just without alien base.

2) Transfer prisoners mission

Just like mission 1) but instead of items / elerium there will be additional civilians on the battlescape. This would be similar to terror mission but in this case aliens have just limited crew and X-com can score points by saving a lot of civilians / prisoners. There could be even special type of civilian for a score of 500 and game would change into Kill or Save the King.

3) Officers holiday mission

Same as above but instead of civilians or a supplies the prize for player would be sleeping / stunned live alien commanders or officers taken life inside cabins of almost civilian alien ship.

4) Prison camp mission

This is something different then above. Alien UFO starts at 5) and lands anywhere on land for a long period of time and then goes again to zone 5). It is quite simple to shot down UFO but if lands then crash site turns into nightmare. Instead of normal UFO there are gray / blue citadel UFO like a camp with civilian people inside it. Someone made a UFO from those blue Cydonia piramids already. Rest is like terror mission. Score for mission is like 250 and its scored after UFO takes off after long time so its best to approach it when land.

5) Commanders meeting mission

This is similar to 4) but instead of very weak UFO that is easy to shot down this time UFO is very difficult to shot down. The major difference is that UFO contains 4-5 Power Source and all aliens are near those power source. This means UFO is very dangerous when touch down but very easy when shutdown by interceptor because most of aliens would be killed by Power source explosion. Total number of aliens inside this large flat UFO (30x30, one level, no walls inside, just open space inside that would simulate flying alien HQ) would be larger then battleship, and mostly it would be high ranked aliens. One of the aliens would be main commander or admiral or just several commanders that would allow for higher score / getting more equipment.

6) Annihilation mission

Large UFO starts at 5) goes directly to random city at zone 3) lands there scores 50 points, move to next city at low speed, move to next city at low speed, move to next city at low speed, leave to zone 5). This would simulate final assault of aliens on cities and instead of single terror mission it would generate large number of points every time UFO takes off. This is something taken from Apocalypse so UFO like mother-ship would be required.

7) Raid mission

Is same as 6) but instead of zone 3) UFO will land on area 1, 2, or 4) No patrolling, just land 3-5 times for a short period and move further.

8) Interception mission

Aliens cannot track x-com crafts but we can simulate it. Just move UFO from zone 5) to zone 0) 3-5 times at max speed and altitude and then leave to 5) This would simulate interception mission and special type of alien UFO would be needed = smaller crew, better weapons.

9) Surprise attack mission

I wonder can we made a mission where aliens actually have no weapons in their alien deployment setting but instead UFO contains a lot of ammo / weapons inside it. So aliens must pick weapons first before actual battle begins. No alien outside UFO. Time is the essence so for x-com is required to act ASAP to kill aliens before they can pick weapons.

21
Tools / Spreadsheet with weapon damage vs terrain armour
« on: December 10, 2014, 12:54:12 pm »
Folks,

I made a simple spreadsheet with damage vs terrain matrix. It shows which weapon will break which terrain with percentage value of success. Data i input are not vanilla ones and are partly from my mod and partly random one. But anyway i just wanted to share idea of this tool as it could help to design mods better as all data is shown on single screen. For example human made wooden structures have 20 armour, stone ones 30 and metal ones 40.

https://docs.google.com/spreadsheets/d/1t3XNLoZd2gavBZfX8GOx4Ez3vFPaPYVDWlUNJwTHO8o/edit?usp=sharing

22
Suggestions / move few global fields from souce code into rulesets
« on: December 08, 2014, 03:53:03 pm »
Hi,

Instead of hard coded values in source code

STR_BATTLESHIP
STR_SUPPLY_SHIP
STR_TERROR_SHIP

STR_ALIEN_INFILTRATION
STR_ALIEN_BASE
STR_ALIEN_RETALIATION
STR_ALIEN_SUPPLY
STR_ALIEN_TERROR

please consider adding those as global values inside ruleset just like alienFuel: STR_ELERIUM_115.

This could be an array of items that game would pick one value from list of available like below. This would work nice even in Vanilla TFTD.

Code: [Select]
alienBaseMissions:
  - STR_ALIEN_BASE
  - STR_ALIEN_BASE_ALTERNATIVE
alienBattleShipClassUfo:
  - STR_BATTLESHIP
  - STR_MOTHERSHIP

If not a list just make it a single string

Code: [Select]
alienBaseMissions: STR_ALIEN_BASE
alienBattleShipClassUfo: STR_BATTLESHIP

23
Hi,

Do we have tool or script to generate Interception image for UFO based on Map file ? Would be nice to have something like this.

Tom

24
Work In Progress / new mission zones
« on: December 02, 2014, 12:15:03 am »
i made experiment as i felt that many important areas in the game are left by aliens without any major presence. I optimized mission zones to actually have only 3 zones active

So far i know game is checking 100 times before finding a spot to land a UFO in particular zone. Each mission chooses only a zones from its region.

0 - dozens of smaller areas per region that covers most of terrain per region
1 - removed
2 - removed
3 - cities as usual
4 - removed
5- enter and exit for ufos, as usual, just a bit rearranged. Instead of put all areas in the same place, now they are moved a bit to random direction. Mostly enter / exit from region is far away from this region.

Then i update all trajectories to use only 0, 3, 5

Code: [Select]
ufoTrajectories:
  - id: P0
    groundTimer: 3000
    waypoints:
      - [5, 4, 100]
      - [0, 3, 74]
      - [0, 1, 28]
      - [0, 1, 47]
      - [5, 2, 100]
  - id: P1
    groundTimer: 4000
    waypoints:
      - [5, 4, 100]
      - [0, 2, 76]
      - [0, 2, 20]
      - [0, 1, 44]
      - [0, 0, 20]
      - [0, 2, 32]
      - [0, 1, 65]
      - [5, 0, 100]
  - id: P2
    groundTimer: 5000
    waypoints:
      - [5, 4, 100]
      - [0, 3, 57]
      - [0, 2, 26]
      - [0, 1, 50]
      - [5, 0, 100]
  - id: P3
    groundTimer: 6000
    waypoints:
      - [5, 4, 100]
      - [0, 3, 30]
      - [0, 2, 25]
      - [0, 1, 20]
      - [5, 0, 100]
  - id: P4
    groundTimer: 7000
    waypoints:
      - [5, 4, 100]
      - [0, 2, 67]
      - [0, 2, 52]
      - [0, 1, 40]
      - [0, 0, 30]
      - [0, 2, 20]
      - [0, 1, 30]
      - [5, 0, 100]
  - id: P5
    groundTimer: 4000
    waypoints:
      - [5, 4, 100]
      - [0, 2, 50]
      - [0, 2, 20]
      - [0, 1, 15]
      - [0, 0, 20]
      - [0, 2, 29]
      - [0, 1, 42]
      - [5, 0, 90]
  - id: P6
    groundTimer: 5000
    waypoints:
      - [5, 4, 100]
      - [0, 3, 50]
      - [0, 2, 25]
      - [0, 1, 16]
      - [5, 0, 100]
  - id: P7 # TERROR / INFILTRATION
    groundTimer: 9000
    waypoints:
      - [5, 4, 100]
      - [0, 3, 60]
      - [0, 2, 30]
      - [3, 1, 20]
      - [5, 0, 100]
  - id: P8 # REATALIATION
    groundTimer: 6000
    waypoints:
      - [5, 4, 100]
      - [0, 1, 60]
      - [0, 1, 20]
      - [3, 1, 30]
      - [0, 1, 20]
      - [0, 1, 42]
      - [0, 1, 56]
      - [5, 4, 100]
  - id: P9 # SUPPLY
    groundTimer: 2000
    waypoints:
      - [5, 4, 80]
      - [5, 0, 100]
  - id: __RETALIATION_ASSAULT_RUN
    groundTimer: 1000
    waypoints:
      - [5, 4, 100] #This should always be 5, 4, 100
      - [5, 0, 100] #only the 0 altitude matters

EDIT

Actually this will not work because of this code :( Probably commented due to performance ??

Code: [Select]
std::pair<double, double> AlienMission::getWaypoint(const UfoTrajectory &trajectory, const size_t nextWaypoint, const Globe &globe, const RuleRegion &region)
{
/* LOOK MA! NO HANDS!
if (trajectory.getAltitude(nextWaypoint) == "STR_GROUND")
{
return getLandPoint(globe, region, trajectory.getZone(nextWaypoint));
}
else
*/
return region.getRandomPoint(trajectory.getZone(nextWaypoint));
}

25
Suggestions / two hands weapons vs one hand weapons
« on: December 01, 2014, 04:43:52 pm »
idea is simple. What is different between two hands and single hand weapon on the inventory screen ? Size is obvious. -20% to accuracy too.

Scenario 1)
if unit has in any hand two hands weapon he cannot put into other hand any item. This would make one hand weapons better if used with grenades etc. Now even with heavy laser unit can get grenade into other hand and throw it. In this scenario unit had to remove two hands weapon from hand and then throw the grenade.

Scenario 2)
On the other hand do not block it as in scenario 1), just double or triple the cost of moving something INTO OR FROM FREE hand when other hand has two handed weapon. This penalty is not added when one hand item exist in the other hand.

Tom

26
Troubleshooting / Debug log from OXC - how to obtain ?
« on: December 01, 2014, 12:27:24 pm »
I am looking for debug log from oxc exe file.

Do we need to turn an option on / off ?
Or do we need to have debug build instead of release one ?

I would like to trobleshoot why oxc is closing without error when new mission is about to be create on geoscape. All combinations of missions / alien race are working in battlescape ok but during campaign oxc shots down without error.

EDIT

From what i was able to find when i remove one allien mission from save its working fine. The STR_ALIEN_RETALIATION one.

Code: [Select]
alienMissions:
  - type: STR_ALIEN_RESEARCH
    region: STR_EUROPE
    race: STR_SECTOID
    nextWave: 2
    nextUfoCounter: 1
    spawnCountdown: 10140
    liveUfos: 1
    uniqueID: 1
  - type: STR_ALIEN_TERROR
    region: STR_EUROPE
    race: STR_SECTOID
    nextWave: 2
    nextUfoCounter: 0
    spawnCountdown: 26250
    liveUfos: 1
    uniqueID: 2
  - type: STR_ALIEN_RETALIATION
    region: STR_EUROPE
    race: STR_SECTOID
    nextWave: 0
    nextUfoCounter: 0
    spawnCountdown: 4290
    liveUfos: 0
    uniqueID: 4

Tom

27
Suggestions / Alien base tileset different per different alien race
« on: November 27, 2014, 02:03:42 pm »
Is it possible to create a race that would have different alien base mission then others ? As far as we know mission base and alien base are hardcoded somehow so there are same for all aliens.

I can imagine a human revolution / Man in Black / Syrius cult etc that works like normal aliens with their own ship (this can be already done) but also have their own supply mission with their own supply ship and their own base with their own tile set ? So far MiB have base mission but it is done by adding a UFO with a crash site map that looks like a base attack. This is not exactly the same as static alien base.

This would be used even for vanilla when TFTD races are mixed with UFO races and land based with underwater ones. Wouldn't be nice to have those feature defined per alien race ?

28
Hi,

In other alien games there was something like bio-mass or star gates. Aliens were able to change surface of planet.

I wonder is this possible to create a script that would allow to change single polygon on world map into different terrain type.

For example aliens have special mission type = Terra forming that when successful change polygon from terrain X into terrain Y, for example Mars one. This would be logic as aliens want to change Earth into something similar to their planet Mars.

From game perspective it would allow to have mars types of missions before Cydonia which in general would be dark all the time.

PS: this would make more sense if World map contains more polygons then original 600-700 and in more balanced positions.

Tom

29
Work In Progress / World.dat by Bladum
« on: November 26, 2014, 09:27:52 pm »
Hi Folks,

World map made in World Edit.

I picked different terrains for map then in vanilla. Below is config file for World Edit. Total 1680 polygons.

terrain #00A000 - 0 Forest
terrain #006000 - 1 Forest Mountains
terrain #00FF60 - 2 Farmland (standard cultivate)
terrain #00FFA8 - 3 Plains / Savannah (cultivate more natural, less human made stuff)
terrain #A0FFA0 - 4 Forest Polar (flat polar terrain + trees)
terrain #A0A0A0 - 5 Mountains
terrain #A0A000 - 6 Desert
terrain #606000 - 7 Desert Mountains
terrain #00FFFF - 8 Jungle
terrain #00A0A0 - 9 Jungle Mountains
terrain #FFFFFF - 10 Polar
terrain #0000FF - 11 Urban
terrain #FFA0FF - 12 Glacier

If you like it do not hesitate to improve the map.


30
Work In Progress / new approach to item levels
« on: November 25, 2014, 08:44:59 pm »
alienItemLevels:
  - [0, 0, 0, 0, 1, 1, 1, 1, 2, 3] 
  - [0, 0, 0, 1, 1, 1, 1, 2, 2, 3] 
  - [0, 0, 0, 1, 1, 1, 2, 2, 3, 3]   
  - [0, 0, 1, 1, 1, 2, 2, 3, 3, 4]
  - [0, 0, 1, 1, 2, 2, 3, 3, 4, 5]
  - [0, 0, 1, 2, 2, 3, 3, 4, 4, 5]   
  - [0, 1, 2, 2, 3, 3, 4, 4, 5, 5]
  - [0, 1, 2, 2, 3, 4, 4, 5, 5, 6]
  - [0, 1, 2, 3, 4, 4, 5, 5, 6, 7] 
  - [0, 1, 2, 3, 4, 4, 5, 6, 6, 7]   
  - [0, 1, 2, 3, 4, 5, 6, 6, 7, 7]

0 and 1 is the same level but 2 variants
2 and 3 is the same level but 2 variants
4 and 5 is the same level but 2 variants
6 and 7 is the same level but 2 variants

For example:

        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE   
          - 
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          - 
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_ALIEN_GRENADE 
          - 
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP   
            - STR_HEAVY_PLASMA_CLIP
          - 
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP   
            - STR_ALIEN_GRENADE   
          - 
            - STR_PLASMA_MINIGUN
            - STR_PLASMA_MINIGUN_CLIP
            - STR_PLASMA_MINIGUN_CLIP     
          - 
            - STR_PLASMA_SNIPER_RIFLE
            - STR_PLASMA_SNIPER_RIFLE_CLIP
            - STR_PLASMA_SNIPER_RIFLE_CLIP 

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