aliens

Author Topic: Avoid excessive first turn reaction fire  (Read 8559 times)

Offline Tripp

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Avoid excessive first turn reaction fire
« on: June 08, 2013, 02:33:38 am »
Please make this closer to the original x-com by making the alien units start with a random number of time units when they spawn. I basically play with a sacrificial tank that I send to die on the first turn from reaction fire. I think the original they start with random number of TUs from 0 to max to simulate movement before x-com has landed. Patch would be easy I think just add the spendTimeUnits line below in BattlescapeGenerator::addAlien

Code: [Select]
stats->tu += 4 * difficulty * stats->tu / 100;
unit->setTimeUnits(stats->tu);
unit->spendTimeUnits(Random()%stats->tu); https://use whatever random generator you guys usually use
stats->stamina += 4 * difficulty * stats->stamina / 100;

In case nobody understands the connection between TUs and reaction fire 100% TUs means the unit gets a reaction fire chance as soon as an enemy unit enters LOS (at least in the original it did)
« Last Edit: June 08, 2013, 03:23:28 am by Tripp »

Volutar

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Re: Avoid excessive first turn reaction fire
« Reply #1 on: June 08, 2013, 07:09:34 am »
If you wish, you can save game before any move, and hexdump unitref. You'll see they don't have random values - they are maxed.
Did you try latest Git version?

Offline moriarty

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Re: Avoid excessive first turn reaction fire
« Reply #2 on: June 08, 2013, 08:39:44 am »
Tripp, the difference between the original and openxcom is not in the time units, but in the direction the aliens are facing. see also here.

the way to avoid this is a very, very old tactic known as "throw a smoke grenade". :D basically, equip your first soldier with a smoke grenade (thanks to openxcom, you can even pre-prime it in the mission loadout screen by right-clicking on it). then as your very first move, you throw that smoke grenade to the bottom of the skyranger's ramp, and END THE TURN. your soldiers should be safe from enemy fire because of the smoke screen, and the aliens will move, burning (some of) their TUs, allowing a "relatively safe" exit in the second turn of the battle.

Offline Tripp

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Re: Avoid excessive first turn reaction fire
« Reply #3 on: June 08, 2013, 03:36:38 pm »
I'm a little confused on Volutar's comment. Are you talking about X-com or openxcom?
(and I don't think I've thrown a smoke grenade in any x-com game ever)
« Last Edit: June 08, 2013, 03:38:37 pm by Tripp »

Offline Warboy1982

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Re: Avoid excessive first turn reaction fire
« Reply #4 on: June 08, 2013, 04:28:18 pm »
he's saying that in the original, there was no "making the alien units start with a random number of time units when they spawn." so adding this would make it LESS like the original.

Offline Tripp

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Re: Avoid excessive first turn reaction fire
« Reply #5 on: June 08, 2013, 04:36:41 pm »
I see... I don't remember where I read that.

Offline moriarty

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Re: Avoid excessive first turn reaction fire
« Reply #6 on: June 08, 2013, 10:47:01 pm »
...
(and I don't think I've thrown a smoke grenade in any x-com game ever)

me neither. I used to never use 'em (instead relying on save-and-reload a lot)... I only realized how valuable smoke is after trying it out, and now I'm always using them. :D :D

Offline Mr. Quiet

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Re: Avoid excessive first turn reaction fire
« Reply #7 on: June 09, 2013, 12:11:38 am »
Smoke is good, but too much would make the operatives faint.

Offline android

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Re: Avoid excessive first turn reaction fire
« Reply #8 on: July 09, 2013, 01:38:00 am »
..So stun damage doesn't affect anything until it's full?
Never really used smoke much, but when I had to(first terror raid), My guys missed alot. I put it down to smoke.

Offline Align

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Re: Avoid excessive first turn reaction fire
« Reply #9 on: July 09, 2013, 10:10:20 am »
It doesn't affect soldier stats, but if you're using the range-affects-accuracy option, smoke and other things also hinder accuracy, making it considerably harder to just sit safely in a smoke cloud and snipe scouted aliens with impunity.

Offline Mr. Quiet

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Re: Avoid excessive first turn reaction fire
« Reply #10 on: July 10, 2013, 11:20:05 pm »
I always have range based accuracy turned on, but I didn't know smoke affected accuracy, that's awesome! What else affects your units?

Offline Align

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Re: Avoid excessive first turn reaction fire
« Reply #11 on: July 11, 2013, 02:41:25 pm »
Actually come to think of it I don't know if smoke has any effect, I just assumed from the description saying "range and other things" that smoke was the most likely thing they meant...