Author Topic: Solar's wishlist  (Read 494488 times)

Offline ohartenstein23

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Re: Solar's wishlist
« Reply #360 on: January 07, 2017, 02:07:44 am »
To reduce smoke spam and make gas-related weapons actually worth using.  Smoke does very little stun damage on its own otherwise.

Offline karadoc

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Re: Solar's wishlist
« Reply #361 on: January 07, 2017, 05:35:06 am »
To reduce smoke spam and make gas-related weapons actually worth using.  Smoke does very little stun damage on its own otherwise.
But presumably the damage of smoke related weapons could be increased, and the damage modifier decreased, so that the final damage is the same as it currently is. Right?

Offline ohartenstein23

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Re: Solar's wishlist
« Reply #362 on: January 07, 2017, 06:37:22 am »
Okay, let me rephrase: smoke stun damage per turn is hardcoded into the damage type.  The intent was to make standing in smoke a bad idea and not just a minor nuisance like in vanilla, and the only way to do that is to up the damage modifier.  OXCE can do a lot, but damage over time is not exposed to ruleset.

Offline karadoc

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Re: Solar's wishlist
« Reply #363 on: January 07, 2017, 07:58:08 am »
Okay, let me rephrase: smoke stun damage per turn is hardcoded into the damage type.  The intent was to make standing in smoke a bad idea and not just a minor nuisance like in vanilla, and the only way to do that is to up the damage modifier.  OXCE can do a lot, but damage over time is not exposed to ruleset.
Understood. Thanks.

Offline ivandogovich

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Re: Solar's wishlist
« Reply #364 on: January 09, 2017, 05:31:59 pm »
Just to collect this in a thread that is more about desired OXCE+ features:

Streamlined production (from the discussion of my mod for armor production: https://openxcom.org/forum/index.php/topic,5199.msg77392.html#msg77392

A bit of interest from the discord channel too. :)

Spoiler:
[3:10 PM] just_dont: it would be really nice if Meridian could automate those production issues one day (so that manufacturable prerequisites will be produced automatically)
[3:11 PM] just_dont: or alternate recipes will appear automatically, etc.
[3:11 PM] Solarius Scorch: Yeah, and I think it may actually happen
[3:14 PM] IvanDogovich: yeah, it would be neat.
[3:14 PM] IvanDogovich: I just don't know if its worth his time.
[3:14 PM] IvanDogovich: taking time away from coding other things
[3:16 PM] Solarius Scorch: I personally think it is...
[3:16 PM] just_dont: well, it's never mandatory (I doubt that at some point in time we'll arrive at so complex production chains that they would become unmanageable manually), but quite neat if it could happen
[3:16 PM] Solarius Scorch: But it's hard for me to gauge the cost.
[3:16 PM] Solarius Scorch: If it happens, Dioxine may go even wilder with the chains :smiley:
[3:16 PM] IvanDogovich: Meridian did ask feedback if folks were interested. so pass that on.
[3:17 PM] just_dont: it probably needs a UI expansion to allow managing all that stuff and presenting proper information on chains
[3:20 PM] Solarius Scorch: He did? OK, I'll do that.

Nice to have, but not mandatory. :)

Offline Meridian

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Re: Solar's wishlist
« Reply #365 on: January 26, 2017, 10:01:23 pm »
[DONE] Soldier ranks give bonuses

Soldier ranks available as variables for accuracy, damage bonus, regeneration and all other instances where other soldier stats (like strength, health, healthCurrent etc.) are available as variables.

Code: [Select]
  - type: STR_KNUCKLES
    damageBonus:
#      strength: 0.6
#      melee: 0.2
      rank: [0.0, 10.0] # 10*rank^2
      fatalWounds: [10.0, 2.0]

PS: also added number of fatal wounds as possible parameter

[DONE] Unhardcode rank system
Allow setting how many of lower rank are needed for higher rank to appear.

Code: [Select]
soldiersPerSergeant: 5
soldiersPerCaptain: 11
soldiersPerColonel: 23
soldiersPerCommander: 30

Also allow to set % monthly wages bonus depending on rank.

Code: [Select]
  - type: STR_SOLDIER_S
    costBuy: 20000
    costSalary: 5000 # rookie base salary 5'000
    costSalarySquaddie: 5000 # squaddie salary 10'000
    costSalarySergeant: 10000 # sergeant salary 15'000
    costSalaryCaptain: 15000 # captain salary 20'000
    costSalaryColonel: 50000 # colonel salary 55'000
    costSalaryCommander: 500000 # commander salary 505'000

PS: If there are dynamic salaries, Monthly Costs GUI shows sum of all salaries of all soldier types (and cost per unit is empty)

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #366 on: February 03, 2017, 11:02:20 pm »
Thanks on behalf of Dioxine.

But I will use it too! ;)

EDIT: New feature request, after Dioxine's and mine experiences with X-Com Files:

Vanishing targeted missions
An option (in mission settings) to make the mission disappear after time is up even if it is targeted by a vehicle. This is to prevent abuse by targeting the mission by zeppelins, slow cars etc.
« Last Edit: February 03, 2017, 11:04:50 pm by Solarius Scorch »

Offline Meridian

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Re: Solar's wishlist
« Reply #367 on: February 05, 2017, 01:40:18 pm »
EDIT: New feature request, after Dioxine's and mine experiences with X-Com Files:

Vanishing targeted missions
An option (in mission settings) to make the mission disappear after time is up even if it is targeted by a vehicle. This is to prevent abuse by targeting the mission by zeppelins, slow cars etc.

DISCLAIMER: I am NOT responsible for, and expressly disclaim all liability for, mixing of these two approaches and any and all player confusion and rage-quitting caused by such decisions.

Code: [Select]
alienMissions:
  - type: STR_ALIEN_TERROR
    despawnEvenIfTargeted: true # followers will automatically return to base
    points: 10
    objective: 3
« Last Edit: February 05, 2017, 03:07:55 pm by Meridian »

Online Yankes

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Re: Solar's wishlist
« Reply #368 on: February 05, 2017, 02:04:21 pm »
Why not simply show in that case "ufo tracking lost" with different text?

Offline Meridian

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Re: Solar's wishlist
« Reply #369 on: February 05, 2017, 03:09:29 pm »
Why not simply show in that case "ufo tracking lost" with different text?

Added.

Btw. the disclaimer is not about notification, but about mixing missions, which despawn with missions which don't.

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #370 on: February 05, 2017, 03:24:28 pm »
Thank you!

I didn't think it was necessary, but after a truckload of feedback it looks inevitable.

And yeah, I take all blame on myself. :) I think I'll just put this flag on all missions.

Offline Meridian

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Re: Solar's wishlist
« Reply #371 on: February 23, 2017, 12:17:52 pm »
Quote
Define random number of civilians
Defining a number random of civilians in deployment, for example 4-20. Currently it’s a fixed number with some mysterious randomization.
The range can be affected by difficulty level, if it already influences the number.

Current randomization is 50% - 100%.
So if "civilians: 16", it will be a random number between 8 and 16.

If there are no free spawn points, game tries to place them near other civilians (which should usually be successful, but has a small chance of failing if there are too many units on battlescape in total). If this fails too, civilian is not placed.

Is this enough random?

Quote
Custom factions in battles
Facilities: required staff (soldiers)

I suggest moving these 2 to "scrapped" section.
« Last Edit: February 23, 2017, 12:19:37 pm by Meridian »

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #372 on: February 23, 2017, 05:14:47 pm »
Current randomization is 50% - 100%.
So if "civilians: 16", it will be a random number between 8 and 16.

If there are no free spawn points, game tries to place them near other civilians (which should usually be successful, but has a small chance of failing if there are too many units on battlescape in total). If this fails too, civilian is not placed.

Is this enough random?

Yes, it's clear enough, thank you. However it's not the random number that is the main problem, but control over what spawns. (Sorry I haven't explained it well enough before, I failed at reading what I wrote and forgot half the sentence somehow. My bad.)

For example, I have a mission where you are supposed to rescue a council member from an assassination attempt. Civilians for this mission are: the council member, some bodyguards and some servants. With how it is now, there is no guarantee that the council member will spawn at all, or that only one spawns. If she doesn't spawn, then the mission is pretty much pointless and you must repeat it (and because you have no control over where she spawns, there's a significant probability that she will be dead anyway before you get to her, so repeating this mission will probably be inevitable even without the mission VIP). And having two or more is acceptable in this case (if awkward), but in some other mission it could be a big problem.

So, the best thing would be something analogous to alien deployments, where you could define the numbers of civilians of a particular type. I know it's probably complicated, and perhaps impractical, but I thought I'd at least ask, since you added the recoverable civilians feature already (which is a great thing).

I suggest moving these 2 to "scrapped" section.

The first one was requested by Dioxine, so I'll have to talk to him first.

The second one... why exactly? Is it because you don't want to do it, or because it's a bad design idea? If it's that you don't want to do it, then it's perfectly fine, but then I'd rather keep in on the list because, well, I still want it and it's my wishlist after all - maybe someone else would give it a try. And if you think it's bad design, then I'd like to hear some arguments - because honestly, I have tons of ideas on how to use it that would not be possible without it.

---===---

And now, I actually came to this thread because I wanted to enter another request: an additional button on the mission marker screen. Something like this:



With all the new options available - starting conditions, weather, timers, allied units and all - it becomes increasingly difficult to prepare for a mission without knowing exactly what it entails. This (optional) button would be a place to put down this information to tell the player that, for example, they will lose unequipped items (like in the mansion in Piratez) or that they should dress appropriately for cold weather, or to bring extra anti-tank equipment. The only other place to put it is the briefing, which is too late to prepare (well, except for swapping weapons you have on board anyway).

Ruleset-wise, this would be done by adding this to the alienDeployments:
Code: [Select]
    alertDescription: STR_ALIENS_TERRORISE_DESCRIPTION
And the appropriate string to the language.
If alertDescription is not present in the deployment, the DETAILS button doesn't appear.

What do you think?
« Last Edit: February 23, 2017, 05:20:07 pm by Solarius Scorch »

Offline Dioxine

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Re: Solar's wishlist
« Reply #373 on: February 23, 2017, 05:32:24 pm »
It would be enough if 'details' showed briefing... up to modder to decide how much info he's going to disclose in the briefing... Could be a bit immersion-breaking, tho, dunno.

Well, if 'facilities require staff' was scrapped, I can only express my sadness about this fact, had plans with that.

Offline Solarius Scorch

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Re: Solar's wishlist
« Reply #374 on: February 23, 2017, 05:35:55 pm »
It would be enough if 'details' showed briefing... up to modder to decide how much info he's going to disclose in the briefing... Could be a bit immersion-breaking, tho, dunno.

I thought so too. Many briefing say something like "we have landed in..." etc., which isn't true if you haven't left your base yet. And I think it doesn't make a big difference code-wise whether the button points to the briefing string or some other string (you can still use the same one in the ruleset if you want).

Well, if 'facilities require staff' was scrapped, I can only express my sadness about this fact, had plans with that.

OK, so I'll wait for the final decision.