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Messages - psavola

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1
Continuing from a side comment from here: https://openxcom.org/forum/index.php?topic=11808.msg161801#msg161801

Regular soldier transformations can be configured with 'transferTime' (the soldier "leaves the base") or 'recoveryTime' (the soldier gets "wounded" for a certain time, the time is always affected by Medbays). With the latter option, the soldier gets kicked out of PSI training, but you can manually put him immediately back to the training. Getting wounded on the battlescape, however, AFAIK does not kick the soldier off PSI training (but I didn't test to confirm this). On the other hand, you cannot gym train wounded soldiers, though they get or can be queued for training automatically when they recover (shows with '+' or '-' sign),

PSI training while wounded seems inconsistent in a number of ways compared to gym training.

I suppose there is no big demand for modders to be able to gym train wounded soldiers (though I suppose some could perhaps argue that being able to do physical exercises should fasten your recovery). But I suppose modders might want to have PSI training wrt. wounded soldiers configurable.

- For example, in TFTD PSI training is explained as inserting a surgical MC implant on the soldier. It would make sense that such surgical implantation could be applied even to wounded soldiers (= not requiring any or at least major active training from the aquanaut). [A modder might actually also want a behaviour that inserting the implant causes wounding for some time, i.e. not able to go on battlescape missions.] On other implementations, PSI training (before or after you learn the first bits of PSI skill), you might require the soldier to be healthy to conduct all the mental or molecular exercises.

So in summary, what I'd like is that:

1) the default behaviour of kicking soldier off PSI training after having applied a transformation with 'recoveryTime' is changed either so that you can
 a) continue PSI training while wounded and you don't need to insert him back manually ('allow smooth PSI training while not requiring manual re-insertment'), or
 b) not by default PSI train wounded soldiers ('change behavior by removing the manual re-insertment loophole and also make it consistent so that battlescape wounding would take the soldier off PSI training')

2) if you no longer can PSI train wounded soldiers, add a similar +- queuing GUI to PSI training as currently exists with gym training

3) major modders to comment on whether they would like the various aspects of PSI training of wounded soldiers be configurable. I can think of at least three scenarios that might all be the same but one could possibly want to treat in a different manner:
 a) can the initial PSI training be applied also to wounded soldiers [note also OG PSI training mode of being able to start training only on a monthly basis],
 b) can initial PSI training continue and produce results (= get closer to obtaining the first PSI skill) even though the soldier gets wounded (whether by transformation or in the battlefield) and
 c) after you have obtained your first PSI skill, can you improve your PSI skill while being wounded.

2
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 26, 2024, 03:56:08 pm »
An interesting tactic - I hadn't considered digging through the walls to get easier access to the brain. As I recall in OG the walls were indestructible.

3
from which screen(s)?
screenshots please

When you click on 'Agents' (or equivalent) on basescape and from there go to transformations overview screen and select a transformation/special training. Here is an  example of 'Install TNI' (there are eventually 10+ of these screens in XCF) where I'd like to have a shortcut to the agent stats and to strip off the armor:

Quote
Transformations are for converting your cannon fodder into MECs by chopping their limbs off a la Nucom.

MECs don't need a gym, and I doubt they can attend psi classes during that time.

From realism perspective I agree. But the inconsistency comes from being able to put them back on PSI classes immediately, you just have to do it manually. The behaviour would be consistent if you couldn't put wounded soldiers on PSI classes (i.e. PSI worked the same way as gym).

4
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 16, 2024, 07:20:49 pm »
I used to try to get alenium and scouts built early. This requires quite a bit of investment in terms of research, money and time. I have learned from Stone Lake's streams that you can very well get away with BL assassins especially if you capture and train some rats (and deploy smoke cover). So you really don't need scouts early in the game and you can focus your investment better.

5
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
« on: February 15, 2024, 08:59:06 am »
Disabled. The game becomes way too easy with psionic line of fire (and the AI doesn't know how to use it).

6
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: February 13, 2024, 02:13:15 pm »
I do not know if this is possible using the engine but I think the best solution would be an incremental system. As in, have it start at 50% and than rise by X% every month such that it reaches 100% after how ever many months you think is balanced as the latest date. So say 10% would give you 5 months, 20% would give you 3 etc.

This functionality is not provided by OXCE. You would need to define a ruleset separately for each month. A lot of wasted effort.

IMHO, for completion critical RNG things, especially in the late game, the percentage should be at least 75-80. It could still easily happen that you need to wait for a month or two to progress, but at least waiting longer would be unprobable.

7
The X-Com Files / Re: Suggestion: no more Ski Resort missions message
« on: February 12, 2024, 01:07:02 pm »
In some cases (when the mission triggers are straightforward), this is simple to do. But there could also be an excessive amount of information given (if a lot of missions stop spawning after researching X), so this could be difficult to implement. Also it could be difficult to figure out in which report this should be given if there are multiple triggers that need to be satisfied.

In the particular case of ski resort missions, the mission triggers are also quite complicated.

true Cover: Sportsmen
false Cult is contained

and:

true Cover: Sportsmen
true X-Com Summary Report #3
false Black Lotus Psi Generator
false Red Dawn Memory Card
false Church of Dagon Statue
false Brainer Cracked

This also shows the latter definition is probably not working as intended. This is because you can't get X-Com Summary Report #3 without getting "Cult is contained", which is fulfilled by any of the latter four, but then in the second  mission script at least one of the "false" statements is going to be true. Therefore, as far as I can see, the second mission script will never get triggered.

8
I'd like to see one or two QoL-improvements to the soldier lists when applying transformations or special trainings.

1) Some way to get into a particular soldier's own stats and inventory (at least the armor selection) from those screens. This could be useful to verify all the stats before choosing a transformation/training. Another very useful thing would be to remove the armor from the soldier (to prevent it getting destroyed in transformations, or getting blackholed in those trainings where the soldier leaves the base and is transferred back to the base X hours later (e.g. in XCF martial arts training).

For example MMB or RMB would be ideal.

Currently I have to figure out which soldiers I want to apply a transformation/training on, then get out of the screen and go find the soldier from soldier list again to remove the armor. Sometimes you have to go back and forth multiple times if you're unsure which soldier would be the best candidate at the moment.

2) Once you have 30-40+ soldiers or other units on a base, being able to Q-search on the agent list might be useful, so that you wouldn't need to change the sort order or scroll down the list manually to find the soldier you're looking for. If the shortcut 1) is implemented, I suppose this wouldn't be all that useful. So just having QoL improvement 1) would be adequate for me at least for now.

EDIT:
Now that I'm at it, is there a reason why a person who undergoes some special training (in XCF for example 'Install TNI' that results in him getting wounded for X days), he gets kicked out of PSI training and gym training (can be inserted back - PSI training doesn't consider being wounded, at least in a visible manner, while you can queue the gym training with +)? It would be nice if this didn't happen if the person doesn't leave the base.


9
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 10, 2024, 11:39:38 am »
But fundamentally I hold that in the early to mid water game when you still don't have a reliable supply of captured aquatoid weaponry and ammo dart rifles are your best general purpose underwater weapon. The fact they also capture stuff at times is a bonus.

Than again admittedly the bar isn't high to clear. At the moment you get these, and for a significant time afterward your options are either the strange underwater AK which is meh at best, melee weapons or the odd captured sonic pistol with no reliable source of ammo. Well, I guess you also have harpoon launchers but those are just bad in my experience.

Gas Cannon (with AP ammo) requires only a little bit more research and is far superior (range, accuracy, 1-shot kills) to kill compared to dart rifles. Usually the first underwater missions start at the earliest at the end of 1997, so it's not very early. You can deal with the first underwater missions against deep ones and gilldogs with any weapon (crossbow, ADS, gas/anti-personnel mine, gas cannon, ...) using camping tactics, but once you get the aquatoids and need to capture at least one to progress it gets slightly trickier.

10
Wow, thanks  :o

11
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 10, 2024, 10:07:24 am »
Don't think of them as a ground based stun weapon. Think of them as your entry level naval weapon that fills the niche of those things but underwater.

The only thing you will need to capture underwater are aquatoids. Those arrive in a ship (and everyone except possibly one start inside the ship). It is IMHO the best strategy to rush there to melee them with stun rods/prods (you may also throw a couple of gas mines from shorter ranges). If you try to defeat aquatoids with ranged weapons, they will wreck your guys with their better vision and sonic weapons.

12
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 10, 2024, 08:31:32 am »
Dart Rifles require a Workshop, and also require Alien Biology and Mutant Physiology. Manufacturing dart rifles requires building a workshop (32 days), recruiting more engineers, etc. While in a normal game, you could get these researched and workshop built, you would probably be at least in August 1997. But you should have already rushed Promo II and Explosives license earlier. And then you can purchase Milkors and Grenade Launchers, which are better with distances. And due to dogs and reaction barking (to stop the enemy units from reacting), if you are on shorter distances, melee or very close range stunning is actually a very viable strategy on maps which have some cover. So you don't really need short-range stunning guns that much (after the point where you have moved on from taser pistols, i.e. trained up the agents' melee accuracy). You essentially need those a little bit with enemies which have too good reactions and/or melee dodging to make meleeing them unviable, for example BL assassins). But for short-range non-melee stunning for example Milkor works very well as well (it's very TU-efficient).

13
OXCE Bugs FIXED / [FIXED] crash when transferring currently opened craft
« on: February 09, 2024, 10:42:43 pm »
I got the following crash with 7.11.4 with XCF 3.3-snap. I was equipping my soldiers in India base OSPREY (I suppose I removed some armors and then the base storage was overflown). Then while still in basescape I tried to transfer the OSPREY to another base (Cuba). Then I got the following crash. I suppose this was somehow related to the base storage overflow.

[09-02-2024_22-08-11]   [FATAL] A fatal error has occurred: vector::_M_range_check: __n (which is 1) >= this->size() (which is 1)
[09-02-2024_22-08-11]   [FATAL] ./OpenXcomEx(OpenXcom::CrossPlatform::stackTrace(void*)+0x36) [0x55ce1b2810f6]
[09-02-2024_22-08-11]   [FATAL] ./OpenXcomEx(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x477) [0x55ce1b281c9
[09-02-2024_22-08-11]   [FATAL] ./OpenXcomEx(exceptionLogger()+0x75) [0x55ce1b063155]
[09-02-2024_22-08-11]   [FATAL] /lib64/libstdc++.so.6(+0x9654c) [0x7fa62ac9f54c]
[09-02-2024_22-08-11]   [FATAL] /lib64/libstdc++.so.6(+0x965a7) [0x7fa62ac9f5a7]
[09-02-2024_22-08-11]   [FATAL] /lib64/libstdc++.so.6(+0x96808) [0x7fa62ac9f808]
[09-02-2024_22-08-11]   [FATAL] /lib64/libstdc++.so.6(+0x9206b) [0x7fa62ac9b06b]
[09-02-2024_22-08-11]   [FATAL] ./OpenXcomEx(OpenXcom::CraftSoldiersState::initList(unsigned long)+0xad5) [0x55ce1b0a2ef5]
[09-02-2024_22-08-11]   [FATAL] ./OpenXcomEx(OpenXcom::CraftSoldiersState::init()+0x38) [0x55ce1b0a5f18]
[09-02-2024_22-08-11]   [FATAL] ./OpenXcomEx(OpenXcom::Game::run()+0x464) [0x55ce1b2a0a04]
[09-02-2024_22-08-11]   [FATAL] ./OpenXcomEx(main+0x175) [0x55ce1b040035]
[09-02-2024_22-08-11]   [FATAL] /lib64/libc.so.6(__libc_start_main+0xe5) [0x7fa62a2d37e5]
[09-02-2024_22-08-11]   [FATAL] ./OpenXcomEx(_start+0x2a) [0x55ce1b0478da]

As I suspected, there was probably something wrong with CraftSoldiersState.

I tried to replicate what I did but I suppose I couldn't get it exactly right because I couldn't trigger the crash again.

I hesitate to open a BUG thread on this because I couldn't reproduce it myself. But good luck if this is sufficient to find the problem via code analysis. I'll attach a save just in case.

14
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 09, 2024, 05:06:24 pm »
Various dart guns are IMHO yet another example of essentially useless equipment in the game. Why would anyone want to bother with them? At the point you get them and fulfill the requirements, you already have better equipment. I'm having trouble figuring out even niche cases where they could be better than the alternatives.

I suppose their biggest specialty is that they can be used on Beach missions, and beach equipment is a bit rare.

But there are only two beach missions: Osiron and Urn delivery. Both can easily be managed without such equipment (even without any ranged equipment to begin with). Crossbows (and if you get lucky, heavy crossbows) are much easier to come by. For osiron missions, you take at least 2-3 dogs with you and play it in a defensive manner. In Urn Delivery mission, only a couple of enemy units have puny ranged weapons, so avoiding crowds, using dogs and a few agents with crossbows always works just fine.

15
Thanks. I tested this. This was apparently added only for Q-searching in the global tech-tree viewer (where there is more space for typing), and not available in Q-searching elsewhere. But because this is probably even less useful elsewhere, this should be OK.

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