aliens

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 - Warboy1982

Pages: 1 ... 130 131 [132] 133 134
1966
Programming / Re: Another look at Geoscape AI.
« on: November 07, 2012, 02:14:31 pm »
minScouts: 2
maxScouts: 2
MinMissionShips: 2
MaxMissionShips: 2

also, i'm done with the code to read in the ruleset as per your requests, gonna attempt to merge now.

here's the basic structure for the ruleset:

Code: [Select]
missions:
  - type: STR_ALIEN_HARVEST
    scoutList:
      - STR_SMALL_SCOUT
      - STR_MEDIUM_SCOUT
      - STR_LARGE_SCOUT
      - STR_BATTLESHIP
    minScouts: 1
    maxScouts: 3
    minScoutTime: 120
    maxScoutTime: 240
    scoutFlightPattern: [ 0, 0, 1, 0, 0, 1, 0, -1 ]
    missionShip:
      - STR_HARVESTER
      - STR_BATTLESHIP
    minMissionShips: 1
    maxMissionShips: 3
    minMissionTime: 80
    maxMissionTime: 300
    missionFlightPattern: [ 0, 1, 2, 0, -1, -1, -1, -1 ]
    points: 100
    races:
      - STR_SECTOID: 50
        STR_SNAKEMAN: 20
        STR_MUTON: 0
        STR_ETHEREAL: 0
        STR_FLOATER: 30
      - STR_SECTOID: 50
        STR_SNAKEMAN: 0
        STR_MUTON: 0
        STR_ETHEREAL: 0
        STR_FLOATER: 50
      - STR_SECTOID: 30
        STR_SNAKEMAN: 0
        STR_MUTON: 30
        STR_ETHEREAL: 0
        STR_FLOATER: 40
      - STR_SECTOID: 10
        STR_SNAKEMAN: 0
        STR_MUTON: 40
        STR_ETHEREAL: 0
        STR_FLOATER: 50
      - STR_SECTOID: 30
        STR_SNAKEMAN: 0
        STR_MUTON: 30
        STR_ETHEREAL: 0
        STR_FLOATER: 40

obviously not all these values are the PROPER values, i just needed something to read in to test it, but it should have all you need available.

1967
Programming / Re: Another look at Geoscape AI.
« on: November 07, 2012, 12:00:22 pm »
as found on:
https://www.ufopaedia.org/index.php?title=UFOs#UFO_Behavior

Quote
UFOs will ALWAYS head to their mission locale (as listed in the Hyper-Wave Decoder information) at top speed and then initiate one of the following behaviors depending on the mission

so the first waypoint is in the mission area, any additional waypoints would probably be generated within the borders of the target region (country?) or a radius of the original waypoint, until "go home" is triggered (-1?)

Quote
If you are successful at preventing lesser UFOs from doing their jobs, the aliens will eventually send Battleships to do the dirty work, hoping you won't be able to attack them. (They will not participate in Alien Research and Alien Terror missions, though.)

translation: shoot down scouts, aliens get mad and send bigger scouts and eventually battleships as scouts, or even as the mission ships themselves. (in certain cases, hence why we define it in the rulesets)

see also:
https://www.ufopaedia.org/index.php?title=Terror_Mission#UFOs_with_Terror_Missions

Quote
If you are consistent and successfully destroy the scouts, the aliens will start sending out heavier UFO classes as scouts. This will gradually increase until you finally have Battleships and Terror Ships as scouts during the last few UFOs in the Alien Terror waves.

1968
Suggestions / Re: Incorporate TFTD UI improvements
« on: November 07, 2012, 09:52:44 am »
zero off remaining TUs - because mind control isn't broken enough.

1969
Programming / Re: Another look at Geoscape AI.
« on: November 07, 2012, 09:18:14 am »
how about something like this:
Code: [Select]
  - type: STR_ALIEN_BASE
    scoutList:
      - STR_SMALL_SCOUT
      - STR_MEDIUM_SCOUT
      - STR_LARGE_SCOUT
      - STR_BATTLESHIP
    minScouts: 1
    maxScouts: 3
    minScoutTime: 120
    maxScoutTime: 240
    scoutFlightPattern: [ 0 0 0 1 0 0 1 ]
    missionShip:
      - STR_BATTLESHIP
    minMissionTime: 80
    maxMissionTime: 300
    missionFlightPattern: [ 0 1 2 0 ]
    spawnOnComplete: STR_ALIEN_BASE
    points: 100
    month1:
      STR_SECTOID: 30
      STR_SNAKEMAN: 20
      STR_MUTON: 0
      STR_ETHEREAL: 0
      STR_FLOATER: 50
    month2:
      etc.

i could probably have all that being read from the YML in usable format by later tonight if you'd like?
quick explanation:
scoutlist: the alien AI should keep track of how mad it is at the player, the more mad, the bigger the scout.
flight pattern: 2 is "mission complete" - spawn the event in the spawnOnComplete field (ie terror site or alien base) and apply points to the alien activity score.
the rest should explain itself.

1970
Work In Progress / Re: Colour Replaced Aliens
« on: November 06, 2012, 07:03:23 pm »
good thinking

1971
Work In Progress / Re: Colour Replaced Aliens
« on: November 06, 2012, 02:13:06 pm »
fair enough, but how about random pallette swaps just for variety's sake? probably not a whole huge list of colours, so you don't end up with a muton gay pride parade, but say 3 variations of each?

1972
Programming / Re: Battlescape development
« on: November 06, 2012, 08:39:30 am »
using the throw calculation for the trajectory works, and the plasma projectile sprite can stand in for the green blob in the pck (for now) but you gotta make sure the throw calculation checks the tile below the source of the projectile as well, or stairs/ramps cause crashes, i wouldn't worry about the pre-spit drop-to-ground animation, it wasn't in the original, so we can live without it until we make a "pre-fire" state for it.

just my two cents.

1973
Work In Progress / Re: Colour Replaced Aliens
« on: November 06, 2012, 08:24:39 am »
so, just tossing around ideas...
should i implement different coloured units to represent different ranked aliens (or random pick for terror units) and if so, can i count on you (luke) to provide them?
i'm all for variety for variety's sake.

also, can i take you on as an official content developer or something? i lack the patience, understanding or a working copy of the damn map tools to make map tilesets and such, but you seem to have quite a flair for it.

(i'll likely list everyone on the forums/mod site as a content developer, what i'm really asking is can i make demands)

1974
Programming / Re: Another look at Geoscape AI.
« on: November 06, 2012, 08:15:58 am »
aw dangit, and i literally JUST finished getting it all in :(
gonna fork your project later today and add bases if i can figure out how github works.

1975
Work In Progress / Re: Colour Replaced Aliens
« on: November 04, 2012, 03:45:14 pm »
... consider this "borrowed"
it makes me sad that mutons lack leaders and commanders, especially with that whole intro fmv.
as for flying mutons... it shouldn't be hard to slap a jetpack on them (it's only 8 frames, maybe 11 if you count death, i don't) and use the same method they used for differentiating power armour and flying armour on soldiers.
(male/female torso switch)

1976
Programming / Re: Another look at Geoscape AI.
« on: November 02, 2012, 01:55:32 pm »
i'm gonna merge your geoscape ai with my branch tomorrow and see how it goes.
in the meantime, since you're developing the geoscape, may i submit my efforts for your approval?
things i've done that may be of interest to you:
- psychic training menu - working like vanilla (i think?)
- live alien capture and research - haven't done "bonus" topics for ranked aliens yet, but works to an extent
- ufopedia - working like vanilla (sort of) still needs some fixing.
- alien bases - working like vanilla, except the trigger that spawns them (need battlescape AI for this)

or should i fork it and do it that way?

1977
Work In Progress / Re: The Leflair Sprite Sweatshop, Voxels need not apply
« on: November 02, 2012, 09:48:13 am »
Quote
All this pixel-precise data has been reversed and given to pmprog and Daiky quite a long time ago.

i'm not either of those people.

besides, i'll trust what i can see in front of me over numbers i got from someone else every time :P

1978
Work In Progress / Re: The Leflair Sprite Sweatshop, Voxels need not apply
« on: November 01, 2012, 05:13:18 pm »
i'm really looking forward to seeing a finished product here, so i can include it. if you'd like, i can try to haxxor in what you've got as an armour type for your soldiers that causes the game to shift gears to "iceberg" when walking, if that would help? hell i could set up a "press any key to continue" type scenario for each frame, i know that'd help (i found setting a breakpoint in the code for each frame update helped me out IMMENSELY when fiddling with the muton/snakeman drawing routines)

this could even be a function of the debug mode or something, "sprite developer mode"

also, have you thought about what terror units these guys might bring along?

1979
Suggestions / Re: HWPs Suggestions
« on: November 01, 2012, 12:35:10 pm »
k, so....

please note: these are in-game, and not mock-ups.

raw sprites:
https://dl.dropbox.com/u/47596892/tank2.rar

.pck format:
https://dl.dropbox.com/u/47596892/tank2pck.rar

1980
Suggestions / Re: HWPs Suggestions
« on: November 01, 2012, 05:37:06 am »
i've got this semi-working in my fork, but the turret placement isn't quite working out right, i guess i have no choice but to redraw some sprites, but i've got a draw routine in place for it. i'm gonna try to work on the sprites for it today, get it looking just right, thankfully, because of the way it is drawn, the turret can appear "embedded" in the chassis rather than superimposed. i'll let you know what level of success i can achieve, this idea is well worth the effort.

Pages: 1 ... 130 131 [132] 133 134