Author Topic: [WIP] [Suggestion] Solar's wishlist  (Read 53930 times)

Online Solarius Scorch

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Re: Solar's wishlist
« Reply #90 on: August 19, 2016, 02:34:50 pm »
Psi Vision

Code: [Select]
  - type: STR_PSI_VISION_ARMOR
    psiVision: 12 # sees everybody through everything at max 12 tiles
  - type: STR_PSI_VISION_IMMUNE_ARMOR
    fearImmune: true

Excellent!
Does it mean that fearImmune: true makes a unit invisible to psi vision?

Noise Vision

How about just use motion scanner... it detects movement, which produces noise.

Yes, it's good enough.
The system I had in mind was a bit more complex, but we can ignore it for now. Maybe some time later.

Heat Vision

Code: [Select]
  - type: STR_HEAT_VISION_ARMOR
    heatVision: 60 # 60% of smoke is ignored

Kewl!

Many thanks.

Online Meridian

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Re: Solar's wishlist
« Reply #91 on: August 19, 2016, 02:39:17 pm »
Does it mean that fearImmune: true makes a unit invisible to psi vision?

Yes.
I didn't want to introduce "psiImmune" since "fearImmune" sounds psi-ish enough, mechanical units don't feel fear and the attribute is not used by anyone yet.

Offline Dioxine

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Re: Solar's wishlist
« Reply #92 on: August 19, 2016, 02:47:47 pm »
Holy shit. I mean, holy shit. I feel like I can't fully keep up with all this complexity - I'm still knees-deep in shotguns, and what about my paying job from which I have to steal that time! :)
I surely hope someone is taking notes.

Heat vision? Awesome, and it will see MUCH use. We can't have something as lo-tech and cheap as humble smoke grenade protect against high-tier enemies :)
Psi vision? Doubly awesome. Simple yet perfect implementation.

Q1. Is fearImmune an innate ability of 2x2 units? (I know I can impart/take away this ability with Yankes' commands).
Q2. Does PsiVision in any way interact with normal vision, predator vision, night vision, active camo? (I assume not).
« Last Edit: August 19, 2016, 02:50:00 pm by Dioxine »

Online Meridian

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Re: Solar's wishlist
« Reply #93 on: August 19, 2016, 03:04:20 pm »
Q1. Is fearImmune an innate ability of 2x2 units? (I know I can impart/take away this ability with Yankes' commands).
Q2. Does PsiVision in any way interact with normal vision, predator vision, night vision, active camo? (I assume not).

Q1: no, that's bleedImmune... I specifically took the one, which didn't have hidden defaults... or would you prefer bleedImmune? deleted, I was wrong

Q2: I need to get out of the train soon... I'll respond later :)
« Last Edit: August 19, 2016, 04:42:25 pm by Meridian »

Offline Dioxine

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Re: Solar's wishlist
« Reply #94 on: August 19, 2016, 03:30:53 pm »
Q1: no, that's bleedImmune... I specifically took the one, which didn't have hidden defaults... or would you prefer bleedImmune?

No, you've made a good choice. fearImmune is something different than effective fear immunity, given by 110+ Bravery, right?

Online Meridian

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Re: Solar's wishlist
« Reply #95 on: August 19, 2016, 04:41:42 pm »
No, you've made a good choice. fearImmune is something different than effective fear immunity, given by 110+ Bravery, right?

Q1.
Ehm, so I was wrong... fearImmune does get pre-set for 2x2 units to "true".
Just like bleedImmune, painImmune and zombiImmune. But you can easily override it...

Also, fearImmune is a separate boolean attribute, not affected by Bravery. It was introduced by Yankes and if a unit has it set to true, their morale doesn't drop, ever, regardless of bravery.

Now, I have also used it to grant immunity to psi vision... since it wasn't used in piratez... but if you want a separate flag, no problem to do it.

Q2.
Unit A is looking at unit B.
1. If A and B are same faction, A can see B.
2. Otherwise, if distance between A and B is more than max possible distance (in piratez 40), A cannot see B.
3. Otherwise, if distance between A and B is less or equal to psiVision of A; and B is not fearImmune, A can see B.
4. Otherwise, if it's dark and max visibility of A (based on visibilityAtDark of A, activeCamouflage of B and predatorVision of A) is less than distance between A and B, A cannot see B
5. Otherwise, if it's day (=not dark) and max visibility of A (based on visibilityAtDay of A, activeCamouflage of B and predatorVision of A) is less than distance between A and B, A cannot see B
6. Otherwise, if there is no LoS between A and B, A cannot see B
7. Otherwise, if there is too much smoke between A and B (based on heatVision), A cannot see B
8. Otherwise, A sees B.

Hope I didn't make a mistake there :)
Ask if something looks suspicious.

PS: distances are calculated without considering Z axis
« Last Edit: August 19, 2016, 04:46:32 pm by Meridian »

Online Solarius Scorch

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Re: Solar's wishlist
« Reply #96 on: August 19, 2016, 04:45:50 pm »
Also, fearImmune is a separate boolean attribute, not affected by Bravery. It was introduced by Yankes and if a unit has it set to true, their morale doesn't drop, ever, regardless of bravery.

This is actually quite useful. A robotic unit should be immune to fear (if it's not too advanced), but it shouldn't necessarily get a big boost to damage when using a handle or other Bravery-based weapon.

EDIT: Added one little thing to the wishlist :)

Quote
Zombification result per target
Zombified humans turn into zombies. But zombified dogs should turn into zombie dogs, REapers into zombie Reapers, etc.

Not sure how exactly it should work, yet.
« Last Edit: August 19, 2016, 04:49:01 pm by Solarius Scorch »

Offline Dioxine

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Re: Solar's wishlist
« Reply #97 on: August 19, 2016, 05:51:44 pm »
Q1.
Ehm, so I was wrong... fearImmune does get pre-set for 2x2 units to "true".
Just like bleedImmune, painImmune and zombiImmune. But you can easily override it...

That's not a problem. I just wanted a clarification so I KNOW if I have to make an override or not :)

Zombification result per target
Zombified humans turn into zombies. But zombified dogs should turn into zombie dogs, REapers into zombie Reapers, etc.

Isn't it like, splitting hairs? Just make them zombiImmune as the chryssalid is clearly custom-tailored to work on humanoids only.
« Last Edit: August 19, 2016, 05:53:49 pm by Dioxine »

Online Solarius Scorch

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Re: Solar's wishlist
« Reply #98 on: August 19, 2016, 11:06:39 pm »
Isn't it like, splitting hairs? Just make them zombiImmune as the chryssalid is clearly custom-tailored to work on humanoids only.

Ugh, yeah, I never knew there was such a flag. :P

Online Meridian

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Re: Solar's wishlist
« Reply #99 on: August 19, 2016, 11:40:03 pm »
Ugh, yeah, I never knew there was such a flag. :P

Even without a flag, 2x2 units can't be zombified.

Online Meridian

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Re: Solar's wishlist
« Reply #100 on: August 19, 2016, 11:41:23 pm »
And here it is... the stupidest-est feature I've ever implemented!
(At least I was not bored while traveling.)

Anyway, facilities can now have "prisonType".
0 is default and is reserved for alien containment... only these facilities will show up in "Alien Containment" bar in Base Info GUI.
1, 2, 3, 4, 5, ... can be used for all your pervert needs.

Code: [Select]
facilities:
  - type: STR_ALIEN_CONTAINMENT
    aliens: 15
    prisonType: 0 # default
  - type: STR_PRISON
    aliens: 30
    prisonType: 1
  - type: STR_ANIMAL_CAGES
    aliens: 100
    prisonType: 2
  - type: STR_HAREM
    aliens: 10
    prisonType: 3

Items also have "prisonType".
0 is default.

Code: [Select]
items:
  - type: STR_CHRYSSALID_TERRORIST
    liveAlien: true
    prisonType: 0 # default
  - type: STR_GUILD_NAVIGATOR
    liveAlien: true
    prisonType: 1
  - type: STR_BLOOD_DOG_TERRORIST
    liveAlien: true
    prisonType: 2
  - type: STR_MAGICAL_GIRL
    liveAlien: true
    prisonType: 3

Translations (the ones without a suffix are for prisonType = 0):

Quote
# 0 = alien containment
# 1 = prison
# 2 = animal cages
# 3 = harem

#Debriefing
      STR_CONTAINMENT_EXCEEDED: "ALIEN CONTAINMENT LIMITS EXCEEDED!{SMALLLINE}Insufficient containment space at {0}. You must remove excess aliens from containment (who will then die)."
      STR_CONTAINMENT_EXCEEDED_1: "NO MORE ROOM IN PRISON!{SMALLLINE}Ran out of cells in {0}. We must throw excess prisoners out!"
      STR_CONTAINMENT_EXCEEDED_2: "NO MORE SPACE IN THE CAGES!{SMALLLINE}If you don't tidy up in {0}, the animals will start killing each other!"
      STR_CONTAINMENT_EXCEEDED_3: "HAREM IS FULL!{SMALLLINE}Not enough space at {0}. What are you waiting for?"

#Transfer
      STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NO ALIEN CONTAINMENT FOR TRANSFER!{SMALLLINE}Live aliens need an alien containment facility in order to survive."
      STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_1: "THIS IS MADNESS!{SMALLLINE}There are no prison cells at that hideout, Cap'n!"
      STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_2: "HOLD YOUR HORSES!{SMALLLINE}There are no animal cages there..."
      STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_3: "WHAT?!{SMALLLINE}My virgins are going nowhere!"

#No Containment
      STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alien dies as there is no alien containment facility"
      STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY_1: "No free prison cells. Hostages were looted and kicked out!"
      STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY_2: "There's no animal cages, we have let them free"
      STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY_3: "The virgins have been deflowered prematurely"

#Manage Containment
      STR_REMOVE_SELECTED: "Remove Selected"
      STR_REMOVE_SELECTED_1: "Ransom!"
      STR_REMOVE_SELECTED_2: "Put to sleep"
      STR_REMOVE_SELECTED_3: "Not a virgin? Sell at slave market!"

      STR_MANAGE_CONTAINMENT: "Manage Alien Containment"
      STR_MANAGE_CONTAINMENT_1: "Manage Prison"
      STR_MANAGE_CONTAINMENT_2: "Manage Animal Cages"
      STR_MANAGE_CONTAINMENT_3: "Manage Harem"

      STR_ALIEN: "Alien"
      STR_ALIEN_1: "Hostage"
      STR_ALIEN_2: "Animal"
      STR_ALIEN_3: "Virgin"

      STR_LIVE_ALIENS: "Live{NEWLINE}Specimens"
      STR_LIVE_ALIENS_1: "Keep"
      STR_LIVE_ALIENS_2: "How{NEWLINE}cute!"
      STR_LIVE_ALIENS_3: "Keep{NEWLINE}for later"

      STR_DEAD_ALIENS: "Rejected{NEWLINE}Specimens"
      STR_DEAD_ALIENS_1: "Ransom"
      STR_DEAD_ALIENS_2: "Ugh,{NEWLINE}ugly!"
      STR_DEAD_ALIENS_3: "Deflower{NEWLINE}now!"

      STR_UNDER_INTERROGATION: "Being{NEWLINE}Studied"
      STR_UNDER_INTERROGATION_1: "Being{NEWLINE}interrogated"
      STR_UNDER_INTERROGATION_2: "In Lab"
      STR_UNDER_INTERROGATION_3: "Being{NEWLINE}deflowered"
« Last Edit: August 19, 2016, 11:42:57 pm by Meridian »

Offline Drasnighta

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Re: Solar's wishlist
« Reply #101 on: August 19, 2016, 11:44:23 pm »
And here it is... the stupidest-est feature I've ever implemented!


I doubt it'll stay that stupid for long...  There's plenty Stupider and less organizationally useful than this one to come if half of the 'suggestions' on this board are adhered to :D

Offline Yankes

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Re: Solar's wishlist
« Reply #102 on: August 20, 2016, 12:16:33 am »
Only thing now we are lacking is custom storage types for not "live" items :>
Like special container for uranium or elerium.

[ps]

because of that I think better would be name this property as "storageType" but this depend if you want do that.
« Last Edit: August 20, 2016, 12:18:21 am by Yankes »

Offline legionof1

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Re: Solar's wishlist
« Reply #103 on: August 20, 2016, 07:19:31 am »
Selective storage is interesting. If used sparingly for like say needing slave housing or fridge for perishable food.  To much storage micro would suck. Already kinda run close to what I find tolerable once the world is covered.

Online Meridian

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Re: Solar's wishlist
« Reply #104 on: August 20, 2016, 09:38:49 am »
Selective storage is interesting. If used sparingly for like say needing slave housing or fridge for perishable food.  To much storage micro would suck. Already kinda run close to what I find tolerable once the world is covered.

Oh god no, please!
With 5 different prison types and 10 different storage types, there won't be a place left to build anything else.

My tolerance level is one type of prison with 20+ capacity and 1 type of storage.

Only thing now we are lacking is custom storage types for not "live" items :>
Like special container for uranium or elerium.

[ps] because of that I think better would be name this property as "storageType" but this depend if you want do that.

As it happens, items can take space both in alien containment and in stores at the same time... so (if it would ever get implemented), we would still need two attributes to be backwards-compatible.