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Messages - psavola

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Excellent. Thanks a lot.

I suppose ETA for moving targets could be useful in those mods and contexts where the enemy crafts are very slow, such as most times in the first two years of XCF. But I agree that in more usual settings it might be unnecessary or some might also consider undesirable.

When playing XCF and building an Advanced Intelligence Center over Intelligence Center (which provides space for5 researchers), with all the researchers full at work, I got to -5 available research space. So I suppose the scientists can continue working on their on-going projects in the living quarters even if the lab goes under construction.

I recall seeing this before as well. If you reassign scientists, you can no longer go negative. But I do have a recollection that some others things are checked in other build-overs (IIRC for example building over a facility that provides storage capacity requires reducing the used storage capacity first).

I wonder if it's intentional that this is not checked at build-over phase, and prevented - requiring you to de-assign the scientists first?

The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 03, 2024, 05:22:00 pm »
I have played a campaign or two with various 3.2 snapshots for months (updating now and then) and I have not noticed any problems. You should be fine.

OXCE Bugs FIXED / Re: X-Com-Files doesn't run on 7.10.3
« on: January 03, 2024, 01:03:15 pm »
I'm pretty sure the author is going to release the working version of the mod soonish (whether that's in days or a week or two). It already has a hefty bunch of new things (and is quite usable for those that want to have run the latest OXCE).

The X-Com Files / Synthmuscles availability
« on: January 02, 2024, 07:45:41 pm »
Another note inspired by Stone Lake's SH/IM run. If you get lucky and obtain synthmuscles (and later alien surgery from somewhere else) early in the game, this can dramatically change the game, even change the game balance. It's a completely different early and mid-game experience to have a number of synthsuits versus having to do without. You can even go through most of the campaign without seeing any of them.

There is about 4 % to get one or more synthmuscles out of an osiron crate. This is a very high chance (among the highest of what you get from osiron crates). If you wanted to rebalance the game to avoid these "extremely lucky runs", I'd remove synthmuscles completely from osiron crates or decrease their chances. On the other hand, the chances to get them from MIB crates could be increased. Given that MIBs actually use synthmuscles themselves in their armors it should be reasonably likely to find them there (currentl it's possible but it's actually more likely to find them in osiron crates rather than in MIB crates).

From the other hand, I never felt this is a vital information. After launching your crafts few time one can get pretty good feel at when it arrives to destination.

In vanilla this may be useful to estimate the time it takes to a landed ufo and what are the chances you get there in time. But the main benefit is those mods which have much slower transports, which can take even days to travel even half the globe - and mission sites despawn even if targeted. I suppose you haven't played those (e.g. X-Com Files).

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 02, 2024, 05:40:35 pm »
In various caves there are often locations where you can squeeze through between the walls. But apparently if an enemy unit is camping behind such a crack, you cannot attack it through it. This may also create some confusing situations. So you must either destruct the walls, move aside and depend on reactions or wait the enemy to move. This can also be abused by camping on such spots yourself, to prevent enemies from coming through or attacking you.

See an example in Stone Lake's ep. 53 at 1:33:

I suppose it's engine feature or limitation that you can move through but cannot attack through the crack. Personally I'd say that cave design should avoid such traps. But I doubt this is going to be changed, because the stock answer for all caves-related issues is "just dig through or around the badly constructed map".

Open Feedback / Re: Mind Control and LoS
« on: January 02, 2024, 02:45:05 pm »
Grenades, splash from rockets, etc. trigger it too.

I stand corrected. It seems that I was correct on the part that stunning enemies don't get you spotted, though, so at least an indirect hit (that doesn't kill the enemy) doesn't count.

My proposal was intended to give easily access to this information without a need to implement new GUI functionality (rather just add text to existing boxes).

While constant updates might be a nice bonus, I don't see it as essential or even particularly useful. The player is not interested in wondering 'If my guys with a van have 30 hours to spare, how far can they travel in that time". The player is only interested how long it takes to a specific target, whether a mission site or some area to patrol.

So giving the information before clicking only saves you from pressing one "Cancel" button (if proposal 3 is implemented as well) if the player thinks the flight time is not good for the craft and needs to decide on another approach.

But I'll leave this up to Meridian.

If I understood you correctly, that would require that the calculation updates all the time you move the mouse cursor (before you click anything) or that the ETA would appear in a strange place once you have clicked. The former seems difficult and unwieldy to implement, the latter unintuitive from GUI perspective.

On the other hand, after clicking you get "TARGET: Syndicate Lab" (OK or Cancel) or "TARGET: WAY POINT" dialog box. I suppose you could as 3) also add information there in either form as proposed in 1) or 2).

In the distance calculations, per Juku121's post above, I suppose you need to special-case cydonia-type missions which have no real on-globe destination or flight time. Because such missions get triggered immediately, this should not be a problem - just make sure the game doesn't crash.

Open Feedback / Re: Mind Control and LoS
« on: January 02, 2024, 11:02:40 am »
As I read the code with my limited understanding, indirect fire (grenades, splash damage from rockets, blasters, etc.) should not trigger this. However, if you fire a rocket and it hits the target directly, at least then it get triggered. This is why in some cases (and with some specific sniper/spotter mods), you may want to target a ground square rather than enemy unit with your indirect fire.

I suppose apparently also a melee attack doesn't trigger this (if the unit was facing another way and didn't react and notice you visually). This was a somewhat surprising find for me.

It would be very useful to display the estimated flight time of crafts somehow, especially in mods which have slow crafts and missions with despawn timers counted in hours or days (and missions which despawn even if targeted).

This would make it easier to try to figure out if the craft will get there in time. (You can return to base immediately if you're not happy with the result.) This might also help if you're trying to figure out whether it's day or night on the other side of the globe when you arrive there, depending on which you prefer for the mission.

While the speed of craft is not linear due to different values of craft acceleration, for simplicity the estimate could ignore the acceleration and be based on a simpler linear calculation t=s/v (remaining distance over maximum velocity). Especially for missions where this would be most useful this would be a very good estimate.

Without bigger changes to GUI I don't see an easy way to display this information when you're selecting the destination, so I'm not proposing that - but rather an easy way to check it afterwards. So, I have two specific suggestions where to place this information.

1) in craft interception overview.  Where it now says "EN ROUTE", there's some space to add a few bits of information. This could say for example "EN ROUTE (13.7 h)". I would propose using only the hours here, and the accuracy of 0.1 or 1 hour (how it's rounded up/down doesn't really matter). I suppose the estimate is close enough so that you don't need a "~" there. Omit brackets and use just hours without decimals if you need to conserve space. So the most minimal way to display this information would be, for example, "EN ROUTE 2h".

2) in craft destination details. Where it now says "STATUS>(...)", if the craft has a destination, add a row below saying "ARRIVAL IN: 13.7 h.", with yellow and indented to the same level as DESTINATION. If you want, this could also show days, hours and minutes instead of just showing it in hours. ("ARRIVAL" or some other term instead of "FLIGHT TIME" to use a neutral term that applies to all kinds of craft.)

Instead of a new row, it might be possible to add the information at the end of the destination string like in 1), but this might lead to problems if the destination string is long. And because there is lot of free space in this dialog, I'd propose adding a more detailed information as a separate row.

The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: January 02, 2024, 08:53:41 am »
No, you can't directly. OXCE engine limitation.

But if you have a third base with an open hangar, you can do essentially the same thing if it's reachable from another base. First fly-transfer a craft from the first base there (intercept - choose the craft and  base - transfer). Now that the first base has an open hangar, transfer the second craft from the second base to the first. After that you can immediately swap the destination of the first craft to the second base.

The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: January 02, 2024, 12:01:51 am »
I press the template button for "non lethal" in QD and all my agents get a tazer or electric club in the QD slot.

I press the "Primary weapon loadout" and all my agents are equipped with an MP5 and two magazines

etc. etc.

the point is to have easy to use tools that you can configure to speed up the process of equipping a lot of troops to the tactical situation to player prefrence and incorporate it into their workflow to remove tedium.... Better needle and all that.

How is that different from saving an equipment template with MP5 and two magazines + electric club in QD slot, saving it to slot 1, and then when equipping the soldiers, just pressing '1' to get the loadout for you?

The templates are more cumbersome when/if you want 5 different kinds of layouts for your guys, but not in the scenario you describe.

If your real scenario is that you're equipping different gun on each agent but want the QD be the same (or have two combinations), the situation is trickier but if the situation repeats all the time, maybe you just need a specific loadout for this. Just replacing the gun is very fast with shortcuts (CTRL-click  to drop or auto-equip). What OXCE could improve on is where the extra magazines are automatically put (Brutal-AI source-mod improves this).

The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: January 01, 2024, 10:37:11 pm »
There are personal loadouts per soldier, but only one per, and you still need to load them manually.
I tend to use specialised ships with their own troops because of that. Kinda expensive, though.

You can use F5 to save equipment templates and F9 to load them. These work both on the soldier equip screens and on craft screens.

If you have multiple crafts and many bases, or you want to have vastly different kinds of equipment per mission, craft templates might be for you. Soldier templates can be used to have different equipment for various soldier roles or different kinds of missions (in XCF in particular 'crop circles' or 'environment' missions could use a different template than 'real' missions', for example).

Managing the templates takes some time, but if you like template-based equipping (either soldiers or crafts), there are plenty of ways to do that.

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