aliens

Author Topic: Really basic soldier skills. Is this possible?  (Read 11363 times)

Offline kikimoristan

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Re: Really basic soldier skills. Is this possible?
« Reply #15 on: February 20, 2015, 12:31:23 am »
What kind of attacks? Some are possible in my Extended version. Psi-amp can do normal weapon damage and weapon damage can have some interesting options.
You can create psi-amp that can stun aliens, or freeze them (remove energy and current TU). Alternative you could put them on fire if you really want.

With attacks that consume energy you can create basic magic system.

yea yea thats right. I love that . I actually have your custom executable  and im gonna make my own mod that uses your executable . I have so many ideas for a mod using your extended stuff. I wish some of the things can be disabled but is cool. You should add options to vars that turn things on and off : ) But yea. that's the coolest idea custom psionics.  also is cool that you can attach weapons to armor.

Offline Yankes

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Re: Really basic soldier skills. Is this possible?
« Reply #16 on: February 20, 2015, 12:46:50 am »
What you would like to be disable? Only think I remember that isn't like original is overkill damage that can be disabled.

Offline kikimoristan

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Re: Really basic soldier skills. Is this possible?
« Reply #17 on: February 20, 2015, 01:29:44 am »
What you would like to be disable? Only think I remember that isn't like original is overkill damage that can be disabled.

Theres a few thins like heavy weapons don't CHRYSSALIDy zombies etc. Little things

But you know what would be cool???

if weapons had a requirement such as XP, strength, fire accuracy etc otherwise the attack option tells you need X skill or the attack option doesn't show. So you can make for example psionic attacks that appear when a soldier levels up s for example captain can cast 6 psionic attacks but rookie only 1 etc. :)

or like high str soldiers can use heavy weapons  for example. some other idea. like that. 

on a weapon you add
- skillRequirement: 
      Strength:  45
      Stamina: 10
...

i dunno.
« Last Edit: February 20, 2015, 01:34:09 am by tollworkout »

Offline Yankes

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Re: Really basic soldier skills. Is this possible?
« Reply #18 on: February 20, 2015, 10:08:21 pm »
Theres a few thins like heavy weapons don't CHRYSSALIDy zombies etc. Little things

to fix problem with zombies you can add to heavy weapons:
Code: [Select]
damageAlter:
  IgnoreOverKill: true
This will prevent hp going to negative values that can evaporate corpses.
I think I will add options to armor that will increase required damage to gib body.
This will be proper solution for your problem.

if weapons had a requirement such as XP, strength, fire accuracy etc otherwise the attack option tells you need X skill or the attack option doesn't show. So you can make for example psionic attacks that appear when a soldier levels up s for example captain can cast 6 psionic attacks but rookie only 1 etc. :)

or like high str soldiers can use heavy weapons  for example. some other idea. like that. 

on a weapon you add
- skillRequirement: 
      Strength:  45
      Stamina: 10

Right now only skill requirements that are check is psiSkill > 0, I could add this but I don't know it is useful if you can made "soft" requirements.
You can change accuracy and power of attack based on unit stats e.g.:
Quote
power: 10
damageBonus:
  melee: 0.5
If unit have 0 melee will do only 10 damage. If unit have 100 melee will do 60 damage. This will allow stronger unit to perform better with exactly same weapon.
Another thing is I could add square values of stat as possible bonus, this will allow nonlinear bonus starting form zero and have value cap:

Function is y=0.09*x - 0.00018 *x*x - 1.764 where x is value of stat and y is damage.
In code when I add square stats:
Code: [Select]
power: 0 #not used
damageBonus:
  melee: 0.09
  melee2: -0.00018 #square
  flatOne: -1.764
This will casue that unit with less than 20 melee will not do any damage, and unit with 255 will do 10 damage.

Offline kikimoristan

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Re: Really basic soldier skills. Is this possible?
« Reply #19 on: February 21, 2015, 12:43:52 am »
Right now only skill requirements that are check is psiSkill > 0, I could add this but I don't know it is useful if you can made "soft" requirements.
You can change accuracy and power of attack based on unit stats e.g.

Wait. Weapons  can have psi requirements??? WOW.. 

Ok . What happens if I do this

weapon 1 psi req > 20
weapon 2 psi req > 30
weapon 3 psi req > 40


weapon 4 has special 3 PSI attacks as weapon 1 weapon 2 and weapon 3

means my soldier won't be able to use special psi attacks until he levels up his psi??

Offline Yankes

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Re: Really basic soldier skills. Is this possible?
« Reply #20 on: February 21, 2015, 01:05:53 am »
Its only test for `psiSkill > 0`,  you can't use for different values. It's simply vanilla behavior but generalized for all weapons.

Offline kikimoristan

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Re: Really basic soldier skills. Is this possible?
« Reply #21 on: February 21, 2015, 01:48:58 am »
Still pretty good. I can probably add a psi weapon with psi > 0 check to an builtInWeapons for armor so when psi is > 0 gets some extra abilities . I have a few ideas for a mod.