aliens

Author Topic: Solar's wishlist  (Read 494065 times)

Offline Meridian

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Re: Solar's wishlist
« Reply #105 on: August 20, 2016, 10:17:27 am »
Hmm... I could use that to limit the numbers of slaves and/or HWPs by requiring them to be housed in special buildings, not sure if the mod really needs it tho...

How would you do that?
Slaves take negative space, so can't really reach any upper limit.

Offline Dioxine

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Re: Solar's wishlist
« Reply #106 on: August 20, 2016, 10:38:55 am »
Make them 'livingAliens' & need special 'containment' type, then add a facility that is just that.

Offline Meridian

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Re: Solar's wishlist
« Reply #107 on: August 20, 2016, 10:42:14 am »
Make them 'livingAliens' & need special 'containment' type, then add a facility that is just that.

Ah ok, I thought you were talking about the proposed extra storage types.

Offline Surrealistik

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Re: Solar's wishlist
« Reply #108 on: August 20, 2016, 10:45:33 am »
I have to admit, I'm really worried about micromanagement/minutiae getting out of hand.

Offline Dioxine

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Re: Solar's wishlist
« Reply #109 on: August 20, 2016, 10:51:12 am »
True, that's why I'm not sure the mod needs enforcing such limits.

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #110 on: August 20, 2016, 12:20:49 pm »
Frankly, I think it's mostly for X-Com Files. In Piratez it wouldn't make much sense, since Reticulans and such have been on Earth for centuries, they don't need special accommodation.

Offline legionof1

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Re: Solar's wishlist
« Reply #111 on: August 21, 2016, 01:40:22 pm »
Y'all are probably right, I just like simulation realism a little to much.

Offline Meridian

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Re: Solar's wishlist
« Reply #112 on: August 22, 2016, 12:43:03 pm »
Quote
Starting conditions by terrain
Terrain can affect starting conditions, just like deployment. Terrain takes preference.

Terrain is not known until post-briefing equipment phase... and even then it is randomly generated.
There is no way of telling/warning the player upfront.

I could do:
1. at craft take off -- check by deployment
2. at craft landing -- check by deployment
3. at map generation -- check by deployment, unless (randomly picked) terrain has a starting condition... in which case it would be taken instead of the deployment

Is this acceptable/useful?

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #113 on: August 22, 2016, 02:22:36 pm »
Yeah, this complicates matters.

I'm not completely sure at the moment, I think Dioxine has a clearer concept than I. But I guess solution 3 would be best.

By the way: how hard would it be to make a combined effect of conditions by deployment and by terrain? Say for example, deployment forbids pistols and terrain changes all light armours to Maid Outfit, so in the end both conditions apply.

Offline Meridian

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Re: Solar's wishlist
« Reply #114 on: August 22, 2016, 03:22:35 pm »
Yeah, this complicates matters.
I'm not completely sure at the moment, I think Dioxine has a clearer concept than I. But I guess solution 3 would be best.

Ehm, it's just one solution, with three parts.
I'll wait for Dioxine's feedback too.

By the way: how hard would it be to make a combined effect of conditions by deployment and by terrain? Say for example, deployment forbids pistols and terrain changes all light armours to Maid Outfit, so in the end both conditions apply.

Doable, but I would need to change quite a lot.

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #115 on: August 22, 2016, 04:11:45 pm »
I'll wait for Dioxine's feedback too.

Ah, right. Now I see what you meant.

Doable, but I would need to change quite a lot.

No worries then, I have no specific requests here (yet).

Offline Meridian

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Re: Solar's wishlist
« Reply #116 on: August 23, 2016, 03:10:38 pm »
By the way: how hard would it be to make a combined effect of conditions by deployment and by terrain? Say for example, deployment forbids pistols and terrain changes all light armours to Maid Outfit, so in the end both conditions apply.

Also, I finally have a chance to say "told you so!" ...after only 6 months  8)

Hmm I cannot imagine a situation where you'd need multiple enviros per map... Either you're on Mars, or you're not. Either you're underwater, or you're not. How many enviros would one need? 5? 10? If no more than this, combining makes little sense.

EDIT: Also multiple enviros per map can lead to direct conflicts between enviro rules, and unclear preference of armor. Naturally a modder can make it in a way that avoids conflicts, but - this way you can make 500 or more enviro combinations, but with much tighter constraints. If you don't need 500 enviros (combinations), I think it is better to stick to '1 enviro per map' rule, as there will be no conflicts and modding would be much easier.

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #117 on: August 23, 2016, 05:52:15 pm »
Yeah, right. :) but to lighten it up, I don't consider it an immediate problem, I was just wondering what could go wrong at some point. I already agreed to these limitations back then, so I'm not going to complain.

Offline Arthanor

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Re: Solar's wishlist
« Reply #118 on: August 23, 2016, 07:06:23 pm »
Ha! These modders, they always want more... It could make sense to restrict stuff by craft (no tanks in a (air)car, but you can take a parrot or a dog, so barring HWPs isn't so nice.. I guess you could make those soldier types to circumvent the issue), and it does by environments, the combination of the two would be neat, but can probably be worked around, especially with the ability of having soldier "1x1 HWPs" to enable them to get in a (air)car.
« Last Edit: August 23, 2016, 07:08:50 pm by Arthanor »

Offline Dioxine

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Re: Solar's wishlist
« Reply #119 on: August 23, 2016, 08:05:27 pm »
It's already doable, no extra code needed. You couldn't take a tank into an Aircar, even if you enabled HWP capacity, since 1 seat is required by pilot, and a tank can't be loaded if you have 3 slots left. For the same reason Zepp can take only 3 tanks, despite having 9 HWP capacity.
Adding these pilots really solved a LOT of problems.