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Author Topic: Editing Research Tree in OpenXCom: "dependencies" with "getOneFree"  (Read 22484 times)

Offline Hedron

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Re: Editing Research Tree in OpenXCom: "dependencies" with "getOneFree"
« Reply #30 on: April 29, 2016, 06:54:31 pm »
However you could make the Alien Containment unit require some depenencies to get unlocked...
I'll keep that in mind as a Plan-B (In case the developers do not want to resolve "dependencies with getOneFree"-trouble).
I would not want to delay the appearance of the Alien Containment, as I have too many will depend on Medics (in order to avoid unnecessary confusion, I have shown only problematic part of the research tree), and at your option, by the time the end of building Alien Containment, Aquatoids can be stop appearing (but Medics have only Aquatoids).

Piratez handles this by creating a "manufacturing" job called interrogation.  The prisoner is run through a process in the workshop that returns a "broken prisoner".  This item is presented back to the Research list, and after being researched can provide those techs that you want to delay.
For the interrogation to use technicians instead of scientists? THIS IS A VERY INTERESTING IDEA!!!! :D
It will be necessary to try to implement!
By the way, you also resolved the issue of converting Live Aliens to сorpse wihout "slave-trading".

But in this case will be two small inconveniences:
• When will it end "getOneFree"-variants – "the results of the interrogation" would be impossible to research, so they will accumulate in the stores. But it will be almost unnoticeable.
• Added a pretty big list of production, because you have to create a separate production for each race and each rank of Aliens. However, the list can be reduced if, for example, soldiers and the terrorists will interrogate scientists and other – technicians.
« Last Edit: April 30, 2016, 12:27:27 am by Hedron »

Offline Hedron

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Re: Editing Research Tree in OpenXCom: "dependencies" with "getOneFree"
« Reply #31 on: April 29, 2016, 07:00:37 pm »
EDIT: it's really not possible :( and the source code for this part is a total mess... I think the author should have taken a bit more sleep before writing it... you know something is wrong, when the variable name is called "ohBoy", not even joking. I hope SupSuper or Warboy can refactor this after 2.0 ... OXC definitely deserves it
Are you want to say that to resolve the "dependencies with getOneFree"-issue in bugtrack not even worth it to post?

Offline Meridian

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Re: Editing Research Tree in OpenXCom: "dependencies" with "getOneFree"
« Reply #32 on: April 29, 2016, 07:21:38 pm »
Are you want to say that to resolve the "dependencies with getOneFree"-issue in bugtrack not even worth it to post?

It's a change, which the devs will (in my opinion) definitely not do before 2.0... we would have to retest the whole research mechanics again. And for vanilla purposes, it works. Feel free to open it... but don't expect too much.

Offline Hobbes

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Re: Editing Research Tree in OpenXCom: "dependencies" with "getOneFree"
« Reply #33 on: April 29, 2016, 07:41:40 pm »
but don't expect too much.

Nothing that a large bribe to the developers won't fix ;)

Offline hellrazor

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Re: Editing Research Tree in OpenXCom: "dependencies" with "getOneFree"
« Reply #34 on: April 30, 2016, 12:09:26 pm »
Nothing that a large bribe to the developers won't fix ;)

That must really be a big huge one.

Offline Dioxine

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Re: Editing Research Tree in OpenXCom: "dependencies" with "getOneFree"
« Reply #35 on: April 30, 2016, 02:09:02 pm »
It was fixed at some point (at least worked for me in OXCE at some point).
1. Make Alien Soldier 'Dependant' on the stuff on your list. This should block off the research of that alien. Might not work with 1.0 or the latest nightlies. Almost sure it works in OXCE, did that at some point but had alternative mechanics in place so decided not to demolish it.
2. Make Alien Specialist(s) 'Dependant' on Alien Soldier, or better yet, on a topic Dependant on Alien Soldier
3. Don't give anyone of the above Get One Free
3. NEVER use Requires, here or anywhere.

Offline Hedron

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Re: Editing Research Tree in OpenXCom: "dependencies" with "getOneFree"
« Reply #36 on: April 30, 2016, 04:08:11 pm »
It was fixed at some point (at least worked for me in OXCE at some point).
1. Make Alien Soldier 'Dependant' on the stuff on your list. This should block off the research of that alien. Might not work with 1.0 or the latest nightlies
In nightlies it all works and works correctly.
Quote
3. Don't give anyone of the above Get One Free
This is unacceptable. Who, then, will talk about Alien Submarines or Alien Missions?

Yet, if the developers do not want to eliminate a "GetOneFree with dependencies"-bug, the best solution I believe the option proposed by ivandogovich – to use for interrogation technicians instead of scientists.

Offline Kjotleik

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Re: Editing Research Tree in OpenXCom: "dependencies" with "getOneFree"
« Reply #37 on: May 31, 2016, 09:39:08 pm »
Hello. again.


I did some experimenting to figure out how to do this. The only thing I came up with was to use a "Universal Translator" as implants for the alien-types which have a getOneFree.

The attachment has a working example for the standard X-Com (not TFTD), but you should have an easy task making this work for the sequel.

At the moment it only works with Sectoid/Floater Corpses/Soldiers/Navigators. Engineers/Medics/Leaders are all unchanged.

To check if it works in your installation:
A - start a new game
B - get either a Sectoid or Floater Corpse
C - get the corresponding live alien (Soldier rank)
D - get the corresponding live alien (Navigator rank)

1 - Soldiers/Navigators cannot be researched, despite them being in the Alien Containment.
2 - research the Corpse, this unlocks the Soldier rank.
3 - research the Soldier, this unlocks the Mind Probe.
4 - research the Mind Probe, this unlocks the Universal Translator and the Implanted Floater/Sectoid Navigator.
5 - manufacture Universal Translators (you get three UT's from one Mind Probe).
6 - "manufacture" the Implanted Floater/Sectoid Navigator.
7 - research the Implanted Floater/Sectoid Navigator to unlock their secrets.


PS!
You cannot ever research the Floater/Sectoid Navigators themselves. They are unavailable for research until they are Implanted in the Workshop.

If you can use any of this, please feel free to inform me if you succeed.
Unfortunately I cannot make this mod for the Final Mod Pack, as that would require to research live aliens in order to get access to the Mind Probe (and you would need the Mind Probe to research live aliens... :o  )


Sincerely
Kjotleik