Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - darkestaxe

Pages: 1 [2] 3 4 ... 12
16
XPiratez / Re: Bugs & Crash Reports
« on: August 16, 2018, 02:09:14 am »
Gals with the "repentia" rank can't wear pirate clothing. In the ruleset it seems that these gals are a separate soldier type "STR_SOLDIER_R" and are not listed under the relevant armors units: set.

I'm assuming it's a bug because the intro story/bootypedia doesn't say anything about some of the gals not wanting to be pirates, and I don't see any related research topics.

17
Released Mods / Re: [TFTD] Combo Patch v1.8 (updated September, 10th)
« on: August 03, 2018, 03:05:08 am »
Is this patch still relevant or are these changes already made by the nightlies?

18
Suggestions / Re: UFO Extender accuracy discussion
« on: February 04, 2018, 05:26:13 am »
I'd calculate it like:
Actual_Shot_Accuracy = ((Soldier_Firing_Accuracy/100) * Weapon_ShotType_Accuracy) * (Weapon_ShotType_Optimal_Range / Distance_To_Target)

For example, a soldier with 60 firing accuracy fires a snap shot using a Rifle at 10 squares from his target, where a rifle has 60% snap shot accuracy and snap shots have a default 15 square optimal range.

0.54 = (60/100 * 0.6) * (15 / 10)
or 54% accuracy

I think this would be a much better implementation of range based accuracy, but the default for aimRange should be changed from 200 to 30, or aimed shots will have extremely high accuracy.

19
Work In Progress / Re: Modular Skyranger
« on: January 11, 2018, 10:55:25 am »
PckView edits terrain and tilesets and it's a lot more noob friendly, but it's very limited. Like the difference between MS Paint and GIMP/Photoshop.

20
Work In Progress / Re: Modular Skyranger
« on: January 10, 2018, 09:03:08 am »
can u make custom map blocks with it?

You do that with PCKview which comes with mapview. So ya.


21
Suggestions / Re: UFO and TFTD in the single sequential campaign
« on: December 21, 2017, 01:34:51 pm »
An order to make this idea viable I would look at a transition system, ie 'What should this give you in TFTD?' and 'When do you get it?' In a story sense, UFO stuff cannot actually be directly used in TFTD, and funding status isn't going to directly change over. We'd need transitional items and a way to redeem them at the appropriate time, a way to rehire your old soldiers and formula for what their stats would become, a similar system for converting and redeeming base facilities, and determining the number of starting bases you have.

TFTD was more difficult by design but we'd still need to jump start alien aggression, probably by having extra active alien missions at the start. Aliens should be more busy in the first months to match X-COM starting off with extra resources, for obvious balance reasons.

    For Example:
    • Funding: UFO funding nations would each have a % applicability to TFTD funders. Only funding nations above normal base starting value would be considered. If a TFTD funder had 60% US applicability and 40% Canada applicability then the it's Base Funding-Rate Increase (BFI) would be 1 + (US funding- base US funding)/base US funding*0.6 + (Canada funding- base Canada funding)/base Canada funding*0.6. A BFI greater then 1 would increase the TFTD funders starting funding amount on a curve topping out at 2.5x funding.

    • Bases and Base Facilities: All players would start with 2 bases. One with normal starting facilities plus a second interception/investigation base (radar, stores, living quarters, 2 hangars). Players with more then two bases at the end of UFO would be granted 1 free new base for every 2 bases they had, to be placed when they see fit throughout their TFTD playthrough, thus you would get between 2 and 4 free access lifts depending on how many bases you had in UFO.

      All of the facilities the player had would be added up in a list of 'redeemable' facilities, which would built from the normal build facilities menu but have accelerated build times and reduced costs. They could be redeemed from the build facility menu also as the player sees fit, provided the proper research is done. TFTD starting facilities would be cut from your redeemable facilities at a 1 to 1 rate, after which each facility would be worth .5 of it's TFTD equivalent and you would receive a bonus .5 to the number of each facility type. Thus if you had 5 workshops and 3 Hyperwave Decoders between all of your UFO bases then, 1 workshop would be deducted for the initial Base 1, leaving you with 4*0.5 + 0.5 or 2.5 truncated to 2 redeemable workshops and 3*0.5 + 0.5 or 2 redeemable transmission revolvers.

      Redeemed facilities that the TFTD version normally would build in 15 days or less would redeem-build in 3 days with no construction cost, facilities that normally take 16-26 days in TFTD would build in 5 days when redeemed and cost 5% of their normal TFTD cost, 27+ take 8 days at 10% cost.

    • Purchasable and rentals: Scientists, Engineers, Skyrangers, Intercepters, etc are all rentals. You would be refunded any deposits (initial purchase cost) minus deposits already transferred to starting scientists, technicians, Tritons, and Barracudas. All other purchasable items would be liquidated. If you want TFTD equivalents, buy em.

    • Craft and HWPs: Craft and HWPs would be redeemable in the same way as facilities, but from a tab in the purchase/hire screen. Craft would be worth half a TFTD equivalent with a bonus 0.5, while HWPs would be 1 for 1. Celocanth w/Gause would either come with ammo or would have separate ammo production removed.

    • Redeemable Cores: Alien Grenades through heavy Plasma clips would become Plasma Ammo Cores, with heavy plasma clips giving more cores then plasma pistol clips. Weapons themselves become Plasma Weapon Cores. These would be a redeemable currency to get sonic weapons and ammo once researched, likewise Fusion based weapons and ammo would become the appropriate cores. Laser weapons would simply become laser cores, which make either gauss weapons or clips.

    • Soldiers: Prior soldiers would be rehire-able from a tab in the purchase/hire screen, their stats would truncated to the highest possible starting values +10. So a soldier with 80 TUs and 78 FA would show up as rehire-able from a list of prior soldiers but would now only have 70 TUs, that's 60+10, and 78 FA, since 70+10 is more then 78. Psy Strength would convert to Mol Strength with +/- random*15 + (Psy-Skill-30)/4. Only psy skills above 34 are used and starting Mol Strength cannot exceed the starting Mol Strength cap.

    • Everything Else: Any other manufacturer-able items would be redeemable for their monetary manufacturing cost. Redeemed items would transfer in the same amount of time as if they had been purchased. E-115 would be redeemable at a 4 to 1 ratio once zyrbite research is complete.

22
Open Feedback / Last salvo on Interceptions
« on: March 26, 2016, 11:54:35 pm »
Wasn't this fixed?

When you run out of ammo during an interception the UFO moves up to max range if you're using standard/cautious, just like before you started shooting at it. You have to hit 'aggressive' or you really only have 2 avalanches per launcher. Not a problem with avalanche range :)!

It's not necessarily a unfun game mechanic but I got tired of it a long time ago and it just feels incorrect, plus I thought it was fixed like 2 years ago or something. Shouldn't missiles hit based on range when you fired them anyway?

23
Open Feedback / Re: Needed Feature: Responsibility Toggle
« on: September 05, 2015, 10:14:14 am »
Well golly-jee Warboy, my feature request has been up for over a day now and I still don't see it in the commit history. But this is only the bestest easiest feature request EVER!

Maybe when I find time to actually play TFTD for reals I will fill the bug tracker with a whole hive of incorrect behaviors that nobody else noticed! Right when you think you got away with them all - COVERED IN BUGS HAHAHA! It might take me a few weeks, maybe months, you just won't know. All you gotta do to prevent a big fat suprise of COVERED IN BUGS when you least expect it is create one little bubble in spacetime big enough for me and my laptop.

Oh, and a power source for my laptop. And a microwave. Oh and a fridge too. Better make it a generator and room for a couple weeks fuel... wait a minute... I can't afford all that stuff! CRAP!

In all seriousness, what I have seen looks AWESOME! Thankyou so much for a TFTD experience that I guess I'll just have to look forward to for a while.

24
Open Feedback / Needed Feature: Responsibility Toggle
« on: September 04, 2015, 09:15:34 am »
So after all the wait and hype I still haven't managed to really play TFTD, I swear if it's not one thing it's another. A lot of games have a quickstart option but I'm not really sure that's applicable here. Beginner isn't really solving most of my problems either.

What I need is an option to toggle all the stuff that makes it hard to continue playing. It would default to on and when turned off certain mechanics should all be disabled. Here's a list of the mechanics I would disable to ensure a full TFTD experience:

1. Money - All purchases, sales, construction and income should be $0.
1a. Rent should also be disabled.
2. Living Requirements - All living space requirements should be disabled.
3. Time Passage - The geoscape (and any other screen) should work without time passing.
4. Employers - All employer actions should be disabled and all scores should be left undefined.
5. Governments - All government activity should be disabled.
6. Roommates, spouses, parents and children should be left uncalculated or disabled entirely.

Ya, that should about do it. Then I'll be able to play TFTD properly.

25
mods are not yet supported for tftd, sorry.

I know, that's why I posted the work-around. I put it into the bug-tracker so it would be there when the time is right.

Apology unnecessary, you're working your butt off for free and I'm enjoying a beautiful TFTD experience, thankyou so much!

26
Offtopic / Re: Master of Orion reboot announced by Wargaming
« on: August 16, 2015, 12:08:26 am »
Oh and more shapely babe aliens would be nice...  mermaids, centaurettes, batwinged types with forked tails and maybe even ones with thick forearm hair...
+1 +1 +1

Space-babes are no replacement for a well thought out easy to use interface that's thoughtfully connected to complex mechanics, but a diverse variety of alien-honeys for all will go a long way to make me happy.

27
Released Mods / (TFTD) Easy Gauss
« on: August 15, 2015, 11:17:18 pm »
Mod Page:
https://www.openxcom.com/mod/easy-gauss

Description:
REQUIRES TFTD-ENABLED NIGHTLYS

Reaserching "Gauss Technology" unlocks:
 - Gauss Pistol + Gauss Pistol Clip
 - Gauss Rifle + Gauss Rifle Clip
 - Heavy Gauss + Heavy Gauss Clip

Reaserching "Gauss Cannon" unlocks:
 - Gauss Cannon (Craft) + Gauss Cannon Ammo (Craft/HWP)
 - Celocanth w/Gauss Cannon
 - Gauss Defenses (Base Facility)

notes:
The craft gauss cannon and the tank (celocanth) use the same ammo in the default game and this mod doesn't affect that.

Reaserch times are adjusted so that getting all the handheld weapons is easier (faster) then getting them all in order with the vanilla reaserch tree, but harder then just getting the gauss pistol + clip. With 30 scientists it should take less than a month.

Research scores are adjusted to reflect the amount of time you spend researching.

28
I found out what exactly was causing the crash and made a bug report. Turns out it's the floor sprite for zrbite.

If anyone wants to mod with items.rul they just need to comment one line:
Code: [Select]
items:
  - type: STR_ZRBITE
    # floorSprite: 79

29
Currently we're supposed to be testing vanilla game, not mods, so my first thought would be "no don't report it for now". OTOH it's a bug that occurs even if the mod doesn't make a change...

So here's the bug: If a mod contains a copy of items.rul then my game will crash in the battlescape if I use the little icon to center on an alien a soldier sees.

- I had this problem with 08_07_2335 and 08_09_1522. I updated items.rul in both places when I tested (in case it changed).
- it happens even if the only other thing in the mod is a metadata.yml file containing only master: xcom2
- it does NOT happen if I delete the contents of items.rul and leave a blank ruleset file.

Apparently OXC is having a problem loading something in items.rul as a mod but loads it fine when it's the default game. Anyway I just use a mod to cheat and give me cool stuff like bigger facilities so the game progresses faster and I can do that without items.rul.

30
Programming / Re: Paletted 8bit -> 24bit shading.
« on: June 05, 2015, 11:02:52 am »
I would point out that DOOMs lighting always looked weird because of the way the software renderer handled it. In the comparison Travis linked you can see it, there's odd color bits in various places and dark areas don't look dark so much as discolored.

TFTD is a different case. TFTD doesn't mash up the colors to approximate shading, it uses 8-bit shading to create an underwater effect. DOOMs 8-bit shading artifacts are more like an expertly handled accident compared to TFTDs 8-bit shading feature.

Another way to put it: OpenGL shades DOOM textures correctly where previously they were being shaded incorrectly, though approximated carefully enough to look good. OpenGL shades TFTD incorrectly where previously it was shading exactly as desired and intended.

OR

DOOM actually looks better with an OpenGL renderer, albeit not as nostalgic. TFTD looks wrong in 24 bit and maybe a bit weird, regardless of nostalgia.

Pages: 1 [2] 3 4 ... 12