aliens

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11
Programming / Shooting accuracy (again)
« Last post by jnarical on Today at 01:37:22 am »
Ok. I finally found an elephant in the room. There's this block of code:
Code: [Select]
int xDist = abs(origin.x - target->x);
int yDist = abs(origin.y - target->y);
int zDist = abs(origin.z - target->z);
int xyShift, zShift;

if (xDist / 2 <= yDist) //yes, we need to add some x/y non-uniformity
xyShift = xDist / 4 + yDist; //and don't ask why, please. it's The Commandment
else
xyShift = (xDist + yDist) / 2; //that's uniform part of spreading

First condition is met 75% of times (I've run a simulation with 201x201 tiles with target in the center), that's the share of cases where xyShift (which affects spread and hit chance) is calculated from 1/4 of xDist and full yDist.

Second condition happens in remaining 25% - when target is located along X axis inside 60% shooting angle. In this case, spread is significally lower and hit chance is significally higher.

The ultimate goal here is to make spread uniform, preserving vanilla chances to hit.
Here's the solution I suggest:
Code: [Select]
if xDist <= yDist:
xyShift = xDist / 4 + yDist
else:
xyShift = yDist / 4 + xDist

xyShift *= 0.86111

First of all, (xDist + yDist) / 2 used in 25% cases in vanilla - gives way too small dispersion and increases chance to hit a lot.
So I suggest to use longer Dist value as a base and add a fraction of smaller value. That way, we increase 75% number of cases of "bad dispersion" to 100%, but it's uniform.

Then, I updated my script for 201x201 "map" simulation, calculating the average xyShift for all tiles. That gave me a value of 1038.50
Next, I tested my suggested variant - and got 1206.0
That corresponds with new increased xyShift.

And then I got a multiplier: 1038.5 / 1206 = 0,861111111
With it, I got AVERAGE xyShift = 1038.5 for new algorithm, just the same as vanilla. For 201x201 map, it's 40400 simulations from all possible directions and distances.

In conclusion - new algorithm gives the same overall chances to hit. Compared to vanilla, it gives better vertical shots, but worse horizontal ones.
12
Alrighty, I've converted the route supplement TXT file (containing the Dr. X, Aurora/Ilyasviel and Red Mage/Rin routes through the game with their various prerequisites and benefits) into a proper PDF with lots of pretty pictures and formatting so it matches the main guide.

You can now get to this by CLICKING HERE

It's updated with a couple more corrections, and with an additional small sub-section detailing the fourth princess as well (i.e. Witch Princess and being a Chaos Saint).

The main page link has also been updated to this version.

As before, if you spot anything that looks wrong, please let me know. THANKS AND ENJOY!!
13
Troubleshooting / Re: Rmb on a base facility is unavailable on the phone
« Last post by Koevakons on April 17, 2025, 10:09:25 pm »
So right clicking goes to seel/sack? Oh thank you it was actually hold down and it goes sell/sack on the phone thought theres gonna be a fancy window
14
Troubleshooting / Re: Rmb on a base facility is unavailable on the phone
« Last post by Meridian on April 17, 2025, 09:55:03 pm »
just tap on "Sell/Sack", that's the same
15
Troubleshooting / Rmb on a base facility on the phone
« Last post by Koevakons on April 17, 2025, 09:44:31 pm »
In 40k, i have to rmb the trading station to access the grey market but, if you look at the picture. I cant. (guess ill have to wait for an update)
16
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Solarius Scorch on April 17, 2025, 07:01:16 pm »
Mashinobi go into Alien Containment. This might be an oversight, because they seem much more comparable to other cyborg/cyberweb units that are held in prisons (or maybe general stores, if they were to be more machines than humans).

You're right. Their lore has changed, but I forgot to update the prison setting.

Also, the despawn penalty for Osiron Hidden Warehouse Assault is 300 points. This is a rare occurrence where it is better to let the mission despawn rather than go there and abort immediately if you can't deal with it (for example, it spawns at a location which you cannot access with a craft that can bring along sufficient crew to successfully complete the mission). All neutrals killed gives you -480 points. Maybe the despawn penalty should be increased.

Well, rules are a bit different when non-civilians are involved. But I totally understand where the question came from. Perhaps I should re-examine the entire model, but I don't think it's that bad.
17
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by psavola on April 17, 2025, 04:42:46 pm »
Mashinobi go into Alien Containment. This might be an oversight, because they seem much more comparable to other cyborg/cyberweb units that are held in prisons (or maybe general stores, if they were to be more machines than humans).

Also, the despawn penalty for Osiron Hidden Warehouse Assault is 300 points. This is a rare occurrence where it is better to let the mission despawn rather than go there and abort immediately if you can't deal with it (for example, it spawns at a location which you cannot access with a craft that can bring along sufficient crew to successfully complete the mission). All neutrals killed gives you -480 points. Maybe the despawn penalty should be increased.
18
XPiratez / Re: Stuff I'd love to see in XPiratez!
« Last post by ontherun on April 17, 2025, 02:00:43 pm »
Yep, the material is even based on the Terror From The Deep material, and Aqua Plastics suits are equivalent to the standard Alien Alloys armour. So I can definately see one based off the lighter TAC Armour, just aqua blue in coloration with a diving helm and scuba gear.

Prerequisites can simply be [Tactical Armor], [Chiller Sea Outfit], [Thermal Exchange Mesh], [Matrix Propelled Flight], [Deep One Summary].

Alternatively, add in an [Underwater Hellerium Propulsion] based off [Matrix Propelled Flight] and [!Undersea Operations!] instead of Deep One Summary. This could also open up an option for a Mid-Tier Sea Capable Interceptor/Transport and Hellerium Torpedoes or something.

Indeed +1 for me too  8)

Just wondering: homefront/homefort rifle has no other ammo types than the standard one, unlike other ARs in the game, so why at least not have the beta c-mags for it? Since it increases ammo to 100 rounds, for balancing purposes the weapon should be heavier and got the overall accuraly (auto, snap., aimed) rather lowered. And might the following video bo of inspiraiton for the never-ending quest for a new sound for rcf-magazine weapons ( as stated here):


Edit: oh since i cannot stand the new auto rifle sprite (i preferred the old one) why cannot we have another sprite for it resembling the FN-FAL? There are severeal variants developed in lots of countries, so that might justify the presence in xpiratez....? For instance, here is the Cuban one:


19
Offtopic / Re: RetroAhoy XCOM documentary
« Last post by ontherun on April 17, 2025, 01:55:44 pm »
Great, thank you!  :-*
20
Released Mods / Re: [TFTD][OXCE][Major] TFTD: Vanilla Plus
« Last post by Nord on April 17, 2025, 10:43:04 am »
Hey! I have fixed ruleset files for minimal OXCE 8 compatibility. (At least it starts now). Here is them:

Upd.: Not seeing myself in the list of sources, I hoped for something new to play (or to steal :) ). But no, half of the assets inside are my making.
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