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Messages - bladum

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16
XPiratez / Re: Bladum's ideas compilation
« on: October 31, 2016, 09:55:28 am »
Hi,

1) It suppose to be compilation of my ideas from different parts of the forum. Sorry for confusion.
2) feel free to comment any way you like, idea was to make answers as short as possible "hot or not".
3) try to use google sheet, every one can edit it. Added to first post.

https://docs.google.com/spreadsheets/d/1yzyycRJ6Nq_SC3bE5sdq41aq_x7GgkQ9eAyoulpJYoI/edit#gid=0

17
XPiratez / Bladum's ideas compilation
« on: October 30, 2016, 10:35:52 am »
Some my ideas for OXCE+ collected from different posts.

My proposition is:
  • If you like idea, please comment 1) +
  • If you don't, just ignore it

Ideas moved to google.
https://docs.google.com/spreadsheets/d/1yzyycRJ6Nq_SC3bE5sdq41aq_x7GgkQ9eAyoulpJYoI/edit#gid=0

Github repo
https://github.com/Bladum/OXCE-Bladum

EDIT: all ideas moved to gogle excel above

18
Suggestions / alternative formats of maps / terrain packs
« on: October 29, 2016, 06:06:03 pm »
i have few questions regarding formats of file used by game. I understand backwards compatibility but how about:

1) map files converted to yaml / xml / lua file, to be able to edit them WYSIWYG (map files, route files)
2) map files loaded from point 1) into game, instead of original files
3) same story with terrains (pck files files)

Thanks

19
Tools / Re: OpenXCom Modding Tools
« on: October 12, 2016, 01:00:58 am »
hi,

how to use world editor with new engine to proces cities ? (mission zones instead of cities) without need to edit it manually everytime world is being updated.

Thanks

20
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: October 11, 2016, 04:49:46 pm »
great Solar that you like at least one thing :)

few another ideas

1) aiming level of details that are displayed when soldier is aiming at the enemy

level 0 - reduced vision, no percentage chance displayed
level 1 - current vision, percentage chance displayed
level 2 - improved vision, percentage chance to hit + potential damage (for wall ? object etc)
level 3 - total vision, chance to hit + potential damage + current life or weakness etc

This similar to perk system in Fallout.

Level may be related to either skill of soldier (accuracy) or his promotion level or equipment (custom tags) or race / soldier / armour type.

2) some items are not designed to be thrown at all. Therefore either it should be modifier to weight or to throwing accuracy. Grenade 3 (3) but high explosive is 6 (12) effective for throwing so it rather should be . It may also be done as a flag, not designed for throwing and changing weight for throwing by 50% or 100%.

3) in closed rooms when ceiling is low, there is problem to throw far away as item is being blocked by ceiling. Possible to implement alternative way of throwing working similar like bullet but with shorter range ?

4) ability to recover unit from battle based from enemy or neutral unit that survived battle (stunned or alive). It would generate x-com soldier (based on one of selected types in "soldier") inside transporter based on data defined in unit class itself. It would be useful for rescue mission or to get single / unique soldiers.

21
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: October 11, 2016, 02:10:16 pm »
heresy time :)

i am just throwing ideas, maybe you will use it one way or another.

1) I assume changing armour during battle is very big change and wont be able to implement. It could be big inventory slot of type 3 (armour) and then just drag and drop armour just like any other item.
2) display armour weight somewhere on the soldier inventory screen. Now to check what is armour weight the only way is to remove all inventory / items from soldier. it may be also displayed as a "mouse over" event when mouse cursor is over the soldier image then item description is shown "Personal armour [12]" just like any other item.
3) any easier way to unload weapon on the soldier inventory screen (like RMB on weapon to auto unload). If clicked on ground then unload would be done on ground. If clicked on inventory then it would be added to same place if applicable, if not then to hand, if not then to the ground.
4) action on UI to reload weapon automatically, so you can choose snap / auto / aim / throw / reload option now (commit here https://github.com/Bladum/OpenXcom/commit/53b1b1fb03479759c7c0877a5afa859d9bc90851)
5) display more complex item action information box once choose item action during battle (commit https://github.com/Bladum/OpenXcom/commit/53b1b1fb03479759c7c0877a5afa859d9bc90851), it display smaller font with more detailed information about action performed. Also with smaller font more actions could be added in the future.

Sorry for no screens for UI changes but i made commits some time ago.

22
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: October 09, 2016, 08:11:30 pm »
7) ability to set intelligence for soldiers that would define their own speed of gaining experience on the top of global parameter. This does not have to be shown on the UI but could be also randomized just like any other stat. Some soldier types could have 80-120% but others 200% or 50% of base rate.

This wound not have good impact on gameplay. Only thing that players will do is to dump all solders that have less than 100%. Without UI it would be even worser because you don't know who to sell.

i was thinking about soldiers section. Standard soldier, cyborg or hybrid like in apocalypse could use such system. Cyborg wont be able to learn at all.... hybrid would learn faster.

9) Another idea to have 2 images for alien ship during interception. One after research, second before research of this particular alien ship.

23
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: October 09, 2016, 09:20:21 am »
Yankes, another ideas

1) if country is leaving x-com due to pact it may lose ability to research / purchase / manufacture items or disable specific missions
2) item may have option to be fully 2 handed, which means no other item can be even put into another hand, not just some limitation to use items. Therefore you cannot use flare and 2handed heavy weapons at the same time.
3) can we limit items to be put into specific inventory slot ? for example item helmet can be put only into helmet type inventory slot.
4) time to kneel depends on armour type. I cannot imagine no armour cost 4 points and power armour too to kneel.
5) ability to rescue country from under alien pact somehow. If alien pact creates alien base in country, then destroying this base could bring country to x-com again. How exactly this could be done its up to you, either by script or by flag to mission (global effect on geoscape after battle is won).
6) limit max level of stat for soldier based on their initial stats. Now all soldiers have random initial stats (20-40) but common max stat (60). Would be nice to have either max stat level (60) or max stat change (+20) from their initial level.
7) ability to set intelligence for soldiers that would define their own speed of gaining experience on the top of global parameter. This does not have to be shown on the UI but could be also randomized just like any other stat. Some soldier types could have 80-120% but others 200% or 50% of base rate.
8) define how many slots specific craft takes during interception. At the moment there are max 4 crafts at the same time, would be nice to set this value to N and then define weight for each craft. Some smaller crafts could take 0.5 space when others could take 2 etc...Also max number of crafts could be based on UFO size.

PS: new lightning system works fine for me regarding performance. I haven't noticed any perfo issues.

Regards
Tom

24
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: October 02, 2016, 09:03:30 pm »
Yankes, please consider below features:

1) object like crafts or bases displayed on geoscape can have custom sprite, also size other then 5x5 pixels. Also different one in case hyperwave decoder is used (unknown ship / known ship), maybe even different sprite based on current ship status.
2) crafts can have optional weight limit, that could limit how much items weight can carry. This is opossite to number of items in original game. This could lilmit items that can be take for battle but also items salvaged from battle (like elerium).
3) damage inflicted to unit can be displayed as number on the top of the unit (like in many RTS games)
4) base defence buildings have N shots not just one. This could be used for cannons that fire many Times with minimal hit Chance.
5) damage taken to alien craft durig base assult should define number of aliens that will die in turn 1 of the battle.
6) alien intelligence can be splitted into two variables:

Alien will remember any soldier he spots in his field off view for N turns where N = intelligence, other aliens are not aware of these soldiers
Alien will make other aliens remember any soldier he spots in his field of view for K turns where K = group intelligence (new alien stat)
Alien will pass his memory of soldiers to any other alien that is with his field of view for M turns, where M = telepathy (new alien stat, optional, very complex to implement but could be helpfull to create chain of memory strategy for aliens, so xcom can pass grenades and aliens could pass positions of xcom soldiers that way)

So IQ =  5 and Group IQ = 1, means that alien will remember spotted soldier for 5 turns + he will make other aliens remember them for additional 1 turn

Using this engine we could implement standard behavior from X-COM but also bring much more for mods.

More here https://github.com/Bladum/OpenXcom/commits/master

Thanks
Tom

25
Tools / Re: does OXC has autogenerated offline ufopedia from mod content ?
« on: September 15, 2016, 10:35:26 pm »
Thanks Meridan,

I was think about inbuilt option to check stuff during game by entering ufopedia for a moment by middle click.

Tom

26
Tools / Re: does OXC has autogenerated offline ufopedia from mod content ?
« on: September 15, 2016, 05:55:20 pm »
Any chance to integrate ufopedia into vanilla ?

Btw i was rather thinking about something offline that could generate documentation like the one created for Piratez. Thanks.

27
Resources / Re: Resources data base or portal ?
« on: September 15, 2016, 05:51:55 pm »
That is great, but i was thinking about not forum rather some dedicated tool for that.

Even google drive with folder would do the job. In publish document you can drop resources in specific folder and search them and everyone could change them.


28
Resources / Resources data base or portal ?
« on: September 15, 2016, 05:07:50 pm »
Hello,

I would like to ask about idea to create resources portal / resources category on mod portal / any other way to share resources to mods ?

1) What is the difference between resource and mod ?

* Resource is single image file, single text file (ruleset), single sound. They are grouped in bunch of files of the same type without any further connection between them. Group of images for laser weapons, group of sounds that could be used for lasers, group of background that could be used for laser weapons etc... In other way we can call it mod that contains only one type of data.

* Mods are pack of images, ruleset and sounds to provide some functionality. This works great on the mod portal so far.

2) Why such approach ? What problem it resolved ?

By exchanging resources between mods we lose time to integrate same resources to our needs. This would help to remove this element and help people on creating resources, which may be then used on mods without need to heavy integration

What do you think ?
Tom

29
Tools / does OXC has autogenerated offline ufopedia from mod content ?
« on: September 15, 2016, 09:42:03 am »
hello

Does OXC has any kind of automatic documentation / offline ufopedia generator ?

I am thinking about script that would search thru all content like items / armors / crafts / aliens etc and then put text and image together into one page for example html file. Something like https://canadianbeaver.github.io/AwesomeGuns/ but much simpler and made automatically.

Thanks
Tom

30
OXCE Wishlists / Re: Solar's wishlist
« on: August 27, 2016, 02:22:03 pm »
two ideas:

1) craft acceleration change how fast ufo and interceptor changes distance each other. Same acceleration means same as vanila, max difference means half / double speed of movement during air fight.

2) global intelligence for allies

- Alien will remember any soldier he spots in his field off view for N turns where N = intelligence, other aliens are not aware of these soldiers.
- Alien will make other aliens remember any soldier he spots in his field of view for K turns where K = group intelligence (new alien stat)
- Alien will pass his memory of soldiers to any other alien that is with his field of view for M turns, where M = telepathy (new alien stat, optional, very complex to implement but could be helpfull to create chain of memory strategy for aliens, so xcom can pass grenades and aliens could pass positions of xcom soldiers that way)

So IQ =  5 and Group IQ = 1, means that alien will remember spotted soldier for 5 turns + he will make other aliens remember them for additional 1 turn

Using this engine we could implement standard behavior from X-COM but also bring much more for mods.

Tom

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