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1
Robin is not the first, Finnik and Solarius Scorch have been attempting a similar mapscript for a while that would make use of digTunnel the way Robin wants to. The example of the base defense map is a specific case where it was defined to work. That is, the level where you are digging has to be
  • The first level loaded
  • Not using the terrain tag
The addCraft command adds additional complications that base defense maps did not have to account for.

However, this should all be fixed soon with the refactor. It's just somewhat slow going because I'm double-checking and comprehensively testing everything to make sure an issue like this doesn't happen again.
2
OpenXcom Extended / Re: [Documentation] Getting High on Vertical Terrain
« Last post by davide on Today at 02:01:28 am »
I remember that you introduced verticalLevels with base defence scenario...
It is similar to ufo base scenario ... therefore the issue is critical because it block your very interesting and innovative feature that required an advance maps maker to apply

In mine knowledge, Robin is the first modder that tries to use it



3
This is a limitation to the way I implemented the code. Any map loaded by verticalLevels is read into the game after the script finishes, so after the tunnel digging is done. I'm in the middle of a refactor of the code to fix that and allow it to work with digTunnel. For now, I'd avoid using verticalLevels with digTunnel.
4
Making small compact efficient bases is beautiful.

While we're at it, may I request a global variable to make grav shields stack?

Code: [Select]
vars:
    gravStacking: true

It won't significantly increase base defense power in most setups, but may allow you to slightly reduce the number of facilities used. Such as: 1 grav shield and 5 fusion defense = 10x fusion defense for 6 facility space. But 2 grav shield and 3 fusion defense = 9x fusion defense for 5 facility space.

On the other hand, mods like Tech-Comm might implement using large fractions of your base for defense, and trying to calculate how many grav shields vs defenses gives you the best ratio.
5
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by Meridian on April 25, 2019, 11:54:21 pm »
You can do it in vanilla. Disable all mods and make a new game. Take the cannon off your first interceptor, then put it back on. It'll say rearming: 2 hours. After 1 hour the cannon has 100/200 rounds, and it says rearming: 1 hour. After 2 hours the cannon has 200/200 rounds and it says rearming: 1 hour.

OK, I will have a look.

Can we have an option to increase the number of mind shields that a base facility may count as? For example:
Code: [Select]
facilities:
  - type: STR_MIND_SHIELD
    mindPower: 1
  - type: STR_LARGE_MIND_SHIELD
    size: 2
    mindPower: 5
  - type: STR_ADVANCED_MIND_SHIELD
    mindPower: 2

Yes, todolisted.

Also, FWIW, I am very glad that someone has also requirements like this.
I am pretty sick of (almost) all modders making me build 10 alien containments, 20 workshops, 30 labs and a gazillion of storage/living space facilities.
Making small compact efficient bases is beautiful.
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by The Reaver of Darkness on April 25, 2019, 11:44:09 pm »
You can do it in vanilla. Disable all mods and make a new game. Take the cannon off your first interceptor, then put it back on. It'll say rearming: 2 hours. After 1 hour the cannon has 100/200 rounds, and it says rearming: 1 hour. After 2 hours the cannon has 200/200 rounds and it says rearming: 1 hour.


- - - -

Can we have an option to increase the number of mind shields that a base facility may count as? For example:
Code: [Select]
facilities:
  - type: STR_MIND_SHIELD
    mindPower: 1
  - type: STR_LARGE_MIND_SHIELD
    size: 2
    mindPower: 6
  - type: STR_ADVANCED_MIND_SHIELD
    mindPower: 2
7
XPiratez / Re: Bugs & Crash Reports
« Last post by legionof1 on April 25, 2019, 11:41:33 pm »
The migration to all piloted is incomplete, disks being the last holdout.
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XPiratez / Re: A thread for little questions
« Last post by legionof1 on April 25, 2019, 11:38:03 pm »
So I've now had two runs in a row lost to my score suddenly tanking into the negative 2k+.
snip

The two most likely culprits are active alien bases as other have mentioned, and large amounts of alien craft activity.

Bases are -500 each, and some additional -points from the associated craft activity.

Most craft on the map cost you a minor amount of points constantly as they fly around, and double there base rate when landed. Supply ships from bases and excavators on resource missions will stay grounded for a long time. The excavators in particular can stay grounded for days chipping away at your score.

Multiple excavators outside detection is a very easy way to lose the game, early expansion to maximize coverage is pretty important. That said the activity graphs can usually tell you where stuff is just hovering around in time to deal with the problem. But unfortunately there is no initial warning unless your religiously checking the activity graph.   
9
OpenXcom Extended / Re: [Documentation] Getting High on Vertical Terrain
« Last post by robin on April 25, 2019, 09:58:28 pm »
I have a problem with the with the digTunnel command: the tunnels are not dug for the map blocks under the X-Com craft (see screenshot, places marked with red crosses shoudl be open; you can see it works for the other map blocks -green circles).

Full script:

Code: [Select]
  - type: U_DIMENSION  # U_BUILDING + U_PLANET using verticalLevels
    commands:
    - type: addCraft
      size: [1, 1, 9]
      verticalLevels:
       - type: ground
         size: [1, 1, 5] # either 0 or the z-level where your craft is supposed to be
         groups: 0
       - type: decoration
         size: [1, 1, 0] # either 0 or the z-level where your craft is supposed to be
         terrain: U_PLANET
         groups: 1
       - type: craft
         size: [1, 1, 4] # either 4 or the height of the craft's map
   
    - type: addBlock
      #groups: 2
      #executions: 1
      size: [1, 1, 9]
      verticalLevels:
      - type: ground
        size: [1, 1, 5]
        groups: 2
      - type: ceiling
        size: [1, 1, 4]
        terrain: U_PLANET
        groups: 2
     
    - type: addBlock
      size: [2, 2, 9]
      verticalLevels:
      - type: ground
        size: [2, 2, 5]
        groups: 3
      - type: ceiling
        size: [2, 2, 4]
        terrain: U_PLANET
        groups: 3
       
    - type: addBlock
      size: [2, 2, 9]
      executions: 3
      verticalLevels:
      - type: ground
        size: [2, 2, 5]
        groups: 3
        blocks: [1, 2, 5, 6, 7, 8, 9, 10, 15]
        maxUses: [1, 1, 1, 1, 1, 1, 1, 1, 1]
      - type: ceiling
        size: [2, 2, 4]
        terrain: U_PLANET
        groups: 3
        maxUses: 1
       
    - type: fillArea
      size: [1, 1, 9]
      verticalLevels:
      - type: ground
        size: [1, 1, 5]
        groups: [0, 1]
        freqs: [3, 1]
      - type: ceiling
        size: [1, 1, 4]
        terrain: U_PLANET
        groups: 0
     
    - type: digTunnel
      direction: both
      tunnelData:
        level: 1
        MCDReplacements:
          - type: corner
            set: 11
            entry: 2
          - type: westWall
            set: 11
            entry: 1
          - type: northWall
            set: 11
            entry: 0
          - type: floor
            set: 11
            entry: 50
           
    - type: digTunnel
      direction: both
      tunnelData:
        level: 3
        MCDReplacements:
          - type: corner
            set: 11
            entry: 2
          - type: westWall
            set: 11
            entry: 1
          - type: northWall
            set: 11
            entry: 0
          - type: floor
            set: 11
            entry: 50


10
Offtopic / Re: XCOM Inspired Fantasy Game
« Last post by Nikita_Sadkov on April 25, 2019, 09:26:09 pm »
If I pick it up again, I'd probably need to add some functions after the initial polygon generation to randomize the coastlines a bit, since they tend to bear the hallmark of the great circle lines, making them look boring and obviously computer-generated.
I doubt there are any better algorithm than the midpoint displacement, which is very robust, corresponds to real life islands and can fill-in very precise shapes with arbitrary constraints.

People also use it to generate electricity or lightning like effects. And it also can serve as an input for sound generation, if you need some beefy synthetic sound  effects for your sci-fi setting video or game https://soundcloud.com/nikita_sadkov/explosion

I.e. the algorithm is a goldmine of cheap content, when you have no money to pay artists or sound designers.



Although I've found that the midpoint algorithm on a square grid has apparent bias, because it needs to sample from all 8 nearby cells, but the distance to four cells is 1, while distance to the four other cells is sqrt(2), meaning that N,S,W,E directions have less influence that they should, so the result isn't perfectly random and has predictable patterns, like say 45 degree lines are 1.4 times more likely than 90-degree ones. I.e. again we have that nasty square situation :D Googling has shown that people fix this sampling bug using some advanced math, beyond my grasp. But I'm sure it can be fixed by using hexagon grid instead, and then sampling down to squares. Still for my purposes these subtle errors ain't that noticeable and diagonal walls look more gamey.

Anyway, here is the current state of island generation. Several of these islands will be merged together to create game world.



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