aliens

Author Topic: Solar's wishlist  (Read 494641 times)

Offline Arthanor

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Re: Solar's wishlist
« Reply #135 on: August 26, 2016, 06:04:32 pm »
Yes, it is the simplest things (like recognizing that there is something in a picture) that are the worst to implement.

Image/obstacle recognition takes no effort for us because evolution has made us (and many other animals) so good at it despite how complicated it actually is. Now it's a challenge to have a computer do it because we don't even really know how we do it. (What do you mean, how do I know there's a fence in my way? It's right there! Don't you see it?) By opposition, calculus is difficult for most people, but it's surprisingly simple to have a computer do calculus since we have a known set of instructions that we also follow.

Best of luck with it :D

Offline HelmetHair

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Re: Solar's wishlist
« Reply #136 on: August 26, 2016, 06:24:32 pm »
Meridian,

You don't need my praise and encouragment, but here it is anyway!

You can do it, and it will turn out great because you are good at this.

-HH


Offline Meridian

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Re: Solar's wishlist
« Reply #137 on: August 26, 2016, 08:30:24 pm »
@HH: Thanks. That helps.

Also, pilots now can gain experience from dogfights.
Conditions:
- ufo must either crash or be destroyed
- craft must fire at least one weapon at least once
- soldier type must support the training (defined in percentage for each supported stat: firing, reactions and bravery)

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    dogfightExperience:
      bravery: 100 # guaranteed to improve by 1
      reactions: 0 # no improvement possible
      firing: 50 # 50% chance of improvement by 1

Offline clownagent

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Re: Solar's wishlist
« Reply #138 on: August 27, 2016, 09:40:03 am »
So, any idea how should this work exactly?

There can be only one unit on a tile (easy)... but there can be several objects to destroy (on a screenshot, should I destroy the wall or the stairs behind the wall?)

Also the objects don't occupy the whole tile... if I aim for the center of the tile, I can destroy for example a stone fence or wooden stairs... but I cannot destroy a wall (since it's not in the center of the tile).

Should I check all 6144 voxels (16*16*24) for a presence of an object? :)
And what if I am elevated... should I check neighboring tile(s) as well?

Or should I trace an invisible bullet and see what it hits? If so, which voxel to take as starting point (e.g. unit's eyes) and as end point (e.g. center of the target tile's floor)?

And what if I am a 2x2 unit (tank or a reaper)... which tile am I even targeting? Or am I targeting both tiles in front of me?

I think melee attacks should use the target cursor like ranged weapons and not just attack what's in front of them.
This solves the problem with 2x2 units and also makes melee attacks over two tiles possible (for long melee weapons).

P.S. Target cursor for healing items would also be an improvement, because now you cannot heal a unit if there is another unconcious unit on the same tile as the healer.

Offline Meridian

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Re: Solar's wishlist
« Reply #139 on: August 27, 2016, 09:52:42 am »
Well, for me, the whole point of melee weapons is "not having to target/aim".
That's the only difference between a melee weapon and a ranged weapon with range=1, isn't it?
Giving up the speed of using melee weapons (or healing items like e.g. atom beer) is a no-go for me.

Offline new_civilian

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Re: Solar's wishlist
« Reply #140 on: August 27, 2016, 12:34:22 pm »
After seeing all those new features of your exe (Using the nightlies only for a year or so) I only have 1 wish left in life:  ;)

-What about a readme with all the features explained (for average so-far-non-scripting modders) ? :o

I downloaded this thread for reference, ok, but what about an easier way?
Scripting is a chore and a new territory for me and I guess many other modder do feel the same, a detailed readme would help to use your exe better.
A simple txt file. With examples, maybe? You could leave the examples out, but a documentation really would be deeply appreciated.

Thanks for your hard work, Meridian and Yankes. And everyone else involved.



Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #141 on: August 27, 2016, 12:59:01 pm »
This topic should have all the instructions, or link to the threads with instructions.

Offline bladum

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Re: Solar's wishlist
« Reply #142 on: August 27, 2016, 02:22:03 pm »
two ideas:

1) craft acceleration change how fast ufo and interceptor changes distance each other. Same acceleration means same as vanila, max difference means half / double speed of movement during air fight.

2) global intelligence for allies

- Alien will remember any soldier he spots in his field off view for N turns where N = intelligence, other aliens are not aware of these soldiers.
- Alien will make other aliens remember any soldier he spots in his field of view for K turns where K = group intelligence (new alien stat)
- Alien will pass his memory of soldiers to any other alien that is with his field of view for M turns, where M = telepathy (new alien stat, optional, very complex to implement but could be helpfull to create chain of memory strategy for aliens, so xcom can pass grenades and aliens could pass positions of xcom soldiers that way)

So IQ =  5 and Group IQ = 1, means that alien will remember spotted soldier for 5 turns + he will make other aliens remember them for additional 1 turn

Using this engine we could implement standard behavior from X-COM but also bring much more for mods.

Tom

Offline Dioxine

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Re: Solar's wishlist
« Reply #143 on: August 27, 2016, 06:34:09 pm »
In this example:
Code: [Select]
    dogfightExperience:
      bravery: 20

Would it mean +10 to Bravery each 5 succesful interceptions on average?

Offline Meridian

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Re: Solar's wishlist
« Reply #144 on: August 27, 2016, 09:38:08 pm »
In this example:
Code: [Select]
    dogfightExperience:
      bravery: 20

Would it mean +10 to Bravery each 5 succesful interceptions on average?

No it goes up only by +1 just like other stats.
Would +5 or +10 be better?

Offline khade

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Re: Solar's wishlist
« Reply #145 on: August 27, 2016, 09:47:30 pm »
I think the issue is that bravery only goes up by tens, at least visibly.  I have little idea what goes on behind the curtain.

Offline HelmetHair

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Re: Solar's wishlist
« Reply #146 on: August 28, 2016, 11:29:33 am »
I like the idea of a hive mind feature for critters of various sorts.

So more of the hive that is intact, the better it operates and attempts to murder your dudes as they would converge on you attacking like ants and remember your location and if one saw you they all saw you for X turns based on hive size

in the same tact if you kill one of a hive mind creatures it knows where it died and move in angry.

Offline Dioxine

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Re: Solar's wishlist
« Reply #147 on: August 28, 2016, 02:04:10 pm »
No it goes up only by +1 just like other stats.
Would +5 or +10 be better?

Ugh how? Is Bravery no longer going up by 10s only? You need to explain this :)

Offline Meridian

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Re: Solar's wishlist
« Reply #148 on: August 28, 2016, 10:45:25 pm »
Ugh how? Is Bravery no longer going up by 10s only? You need to explain this :)

We can do anything we like. Just tell me.
« Last Edit: August 28, 2016, 11:00:28 pm by Meridian »

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #149 on: August 29, 2016, 02:24:33 pm »
Meridian, can I add an item to the random loot list several times, to make it appear more frequently?

Something like this:
Code: [Select]
        randomizedItems:
            - position: [1, 1, 2]
              amount: 3
              mixed: true
              itemList: [STR_ALIEN_DATA_SLATE, STR_CYBERWEB_BATTERY, STR_CYBERWEB_BATTERY, STR_CYBERWEB_BATTERY, STR_CYBERWEB_BATTERY, STR_CYBERWEB_BATTERY, STR_CYBERWEB_BATTERY, STR_AXE, STR_STUN_ROD, STR_MEDI_PACK, STR_ALIEN_ELECTRONICS, STR_PSICLONE, STR_MONEY_BRIEFCASE]