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OXCE Suggestions DONE / Re: [DONE] [Suggestion] Changing alien base deployment by time passed
« on: April 19, 2020, 05:42:40 pm »
Would this be available as a default (the mods that come with the install on the standard folder) mod?
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I'm saying I know exactly what the problem was because I wrote the code to fix it in OXCE. It is fixed, but you won't see it in that specific saved mission. The bug created a corrupted battlescape map, so you will have to start a new mission with a new map for it to be fixed.
Giant rat breeding... Is that how XCOM uses pax-tayers' money???
I wonder if you could sell them to start a somewhat profitable enterprise.
Or employ them as cheap kamikaze scouts/bombers.
*Checks github* Oh my, you have some interesting ideas, Solarius.
Sorry, had to remove the cheddar joke.. I'll think of how to work it back into the mod somehow
Please provide a .sav file to find out in whar map it is
It's not a map problem, it's an OXCE problem. If you update your OXCE, future missions should not have tire dumps at crossroads, but it won't fix the mission you posted the picture about.
I think this is over-engineered, I'd just make it so the end product goes into "Transfers" with a set number days to arrive. Just like for some transformations.
Nevertheless, a change in code would still be required.
I thought the facility shouldn't need any creatures just to be built. But the actual breeeding would.
But your idea may actually be better. You need, say, 10 x STR_GIANT_RAT_TERRORIST to start the rat colony. After that, you don't even need any rats to make more, because it is assumed that you already have a growing rat swarm, so recruiting new rats becomes a matter of selecting some promising individuals and running them through basic orientation. And no new code required.
OK XD
For now, let's focus on rats... This is all purely conceptual at this stage.
EDIT: Made the map. See attached.
EDIT 2: Basescape.
EDIT 3: It's in the main mod! Thank you for this fun idea, Thermite. Of course, you'll be credited.
I agree on it looking like a very fun idea.
Regarding how it'd work, you'd need to add a new equipment filter/category for "non-lethal", and also give a metric fuckton of negative points for killed enemies.
If "enemies" also have only non-lethal weaponry, the only way to explain why squad wipes (everyone falling uncoscious) are possible is that their performance was so bad they were fired by the council as a political way to save face, regardless of their history and stats. And for this reason, no mission aborting - it wouldn't make sense to let those who managed to flee keep their job.
Regarding rewards, besides points, I'm thinking the biggest draw should be a commendation, with more stats rewards than usual, acting as a training certificate. Maybe each soldier could only get one level of such certification max, but there could be multiple different certifications for multiple different training exercices, be they differing in difficulty/tier or in ambit: rescue and fire-fighting, finding and capturing a dogs (trained not to bite) in a limited number of turns...
But yeah, this is extra work, and as much as I'd love it, I'd rather you invest developement time into finishing cult of apocalypse and MiB.
So periodically Council does some spec ops training/evaluation...
Like storming a house or item retrieval, hostage rescue or other stuff.
Enemies are either real (only stun allowed, casualties give heavy score losses) or targets (via tile script, needs proper weapons to damage it).
Organisations in this kind of profession do that. Pretty much all of them. Either to compare or to train each other.
(E.g. council wants to train their people by watching your tactics or its a normal spec ops tournament)
Gives some Council props (score, land surveys, whatever) and maybe some money.
Settings can be different (1-4 man teams or so), undercover or not, multi stage even, heavy restrictions on equipment.
Alternatively: tank race
AI only mission, tank goes on a track and shoots at targets, fixed low number of turns then automatic win, score by destroyed targets.
That's a lot of boots
One thing I don't like: the sprites for the ground make it harder to know what is in front/back.
Well maybe, but as I said, I can't see a better way of doing it... We'd need something like delayed manufacture (where the item arrives long after it's been produced), and that's not possible, hence the building idea.I think a flat production time would do better, but that would require engine changes.
Of course we could have multiple buildings for various beasties, too. (Not sure if sensible... But cute)
Kinda too furry lol
(Piratez have them, though)
Well, if that's the issue, I can do it myself
I really am not sure on how a sub-mod would interact with this, but I think so long as you redefine each of the researches involved FULLY in your submod exactly as they were in xcom-files but with your modifications it should work.
Bear in mind that I'm not someone who works heavily with modding.
10 days isn't much considering the number of engineers at your average base.