aliens

Author Topic: [EXPANSION]Hardmode Expansion -- General Feedback Thread  (Read 422872 times)

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #585 on: January 21, 2016, 01:27:25 pm »
Regarding your SEAURBAN tiles - could you post some manual about their proper placement in relation to each other? They're great but I thought there's no point in wating time to figure out this 9-piece puzzle by myself. I don't know if this post belongs here but the thread about the terrain pack was deleted, and you're the author, so.

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #586 on: January 21, 2016, 01:51:46 pm »
Regarding your SEAURBAN tiles - could you post some manual about their proper placement in relation to each other? They're great but I thought there's no point in wating time to figure out this 9-piece puzzle by myself. I don't know if this post belongs here but the thread about the terrain pack was deleted, and you're the author, so.

I actually did take a look at the original files from TFTD, to figure out the proper placements and patterns. Took a while but i had time on christmas.

Example (Numbers are MCD Index numbers for the SEAURBAN.MCD)
PORTUFO02 uses the following pattern:
11 | 5 | 8
13 | 4 | 9
10 | 3 | 6
11 | 14 | 17 <-- Pier Shadow
13 | 16 | 18 <-- Pier
10 | 12 | 15 <-- Pier
11 | 5 | 8
13 | 7 | 9

Repeating Patterns on PORTUFO03, PORTUFO04, PORTUFO05, PORTUFO06, PORTUFO08, PORTUFO09:
10 | 3 | 6
11 | 5 | 8
13 | 7 | 9
10 | 3 | 6
11 | 5 | 8
13 | 7 | 9
10 | 3 | 6
11 | 5 | 8

Repeating Pattern on PORTUFO07, and the Cargoship and Linership Maps.
1 | 3 | 6 | 1 | 3 | 6
2 | 5 | 8 | 2 | 5 | 8
4 | 7 | 9 | 4 | 7 | 9

I hope this gives you some clue :>

« Last Edit: January 21, 2016, 01:53:28 pm by hellrazor »

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #587 on: January 21, 2016, 02:37:04 pm »
I need to substract -1 from all these numbers, right? :) (since MCDs are 0-17, not 1-18).

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #588 on: January 21, 2016, 03:01:42 pm »
I need to substract -1 from all these numbers, right? :) (since MCDs are 0-17, not 1-18).

Jeah if you start counting at zero.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #589 on: January 21, 2016, 03:59:51 pm »
All works fine. Thanks!

Offline kennyzloj

  • Squaddie
  • *
  • Posts: 3
    • View Profile
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #590 on: January 21, 2016, 11:25:22 pm »
v 0.98 Heavy Laser Sniper has no short range accuracy penalty

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #591 on: January 22, 2016, 05:44:45 am »
v 0.98 Heavy Laser Sniper has no short range accuracy penalty

Actually i think none of the Sniper Rifles does.

Are you playing with UFO Extender Accuracy?

Offline kennyzloj

  • Squaddie
  • *
  • Posts: 3
    • View Profile
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #592 on: January 22, 2016, 09:41:27 pm »
Quote
Are you playing with UFO Extender Accuracy?
Yes

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #593 on: January 22, 2016, 10:11:10 pm »
Yes

Ok,
i never played it with UFO Extender accuracy, any suggestion for a dropoff value?

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #594 on: January 27, 2016, 11:50:20 pm »
Hm..
Missionscript invoked Missions can lead to some severe Consequences!
I call this a nice Monthly opening (worstcase):
« Last Edit: January 27, 2016, 11:52:24 pm by hellrazor »

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #595 on: January 27, 2016, 11:52:22 pm »
Yeah, it's exactly like I was recently getting 3 secret Cult of Dagon meetings at once, all over Europe.

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #596 on: January 27, 2016, 11:55:33 pm »
Yeah, it's exactly like I was recently getting 3 secret Cult of Dagon meetings at once, all over Europe.

Oh actually those are 2 different Missiontypes, doing a double spawn.
They can also do Triple spawns if you enter the Year 2000 :> (means worst case is 6 Missionsites Popping up in short sequence)
Missing them holds significant points penalties.
Each Missionsite missed is -2000 Points. So you need multiple Combat Teams or take a huge point penalty at the beginning of the Month.

In this case those are Docked Ships and Ship Attacks (each 50% executionchance each Month, starting with 1 Missionsite each, until 3 missionsites each).
« Last Edit: January 28, 2016, 12:02:37 am by hellrazor »

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #597 on: January 28, 2016, 12:28:26 am »
Yeah, I have similar goals for these missions. They shouldn't pop up in too many places at once, but it's possible and indeed gives you an incentive to have more teams. Because there's also this mad Reaper in Australia that's goring farmers left and right...

Offline hellrazor

  • Moderator
  • Commander
  • ***
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #598 on: January 29, 2016, 11:16:51 am »
Yeah, I have similar goals for these missions. They shouldn't pop up in too many places at once, but it's possible and indeed gives you an incentive to have more teams. Because there's also this mad Reaper in Australia that's goring farmers left and right...

Oh well you will need more combat teams and crafts anyway, since alive interrogations pull in additional vanilla missions, but the point penalty for those is marginal compared to Terrormissions or other Missionsites.

Naaaa Solarius this mad Reaper is not goring farmers, its goring Warboy1982, if we do not intercept successfully ;)

Online Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [WIP][EXPANSION]Hardmode Expansion - v0.98 Darkened UFO's
« Reply #599 on: January 29, 2016, 07:25:27 pm »
Naaaa Solarius this mad Reaper is not goring farmers, its goring Warboy1982, if we do not intercept successfully ;)

Warboy would just smite it with a banhammer!