aliens

Author Topic: Hardmode Expansion - Bugreports  (Read 120569 times)

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #165 on: June 09, 2024, 05:02:28 am »
Just went through the files, the mechanism in question has been applied for STR_ALIEN_INFILTRATION and for STR_ALIEN_BASE_BASE_MISSION but not for the regular STR_ALIEN_BASE which is the one that's showing in your log. It has no interruption chances and no dummy UFO that would delay the base spawn.

Yes and this is intentionally so!
This is not a Oversight.

The first Mission the game starts in Hardmode Expansion is a Alien Base Building mission.
To make sure the player will get the Alien Base and is able to progress in the research tree.
The Alien base is also structured in a specific way, so specific maps modules will appear, to provide specific recoverable modules.

Thanks for pointing this out. I've located the ruleset file and taken the liberty to edit it so the plain base mission gets the same dummy UFO since this seems to be an oversight on hellrazor's part.

You assumption in this regard is wrong. This was not a oversight but intentionally. Reasons see above.

It is clearly stated in the README.txt that this interruption chance only applies for Alien Base Building Missions started from Alien Bases. To give the player the opportunity to limit self replication of alien bases, because the plain existence of a alien base implies a score penalty ~1k per month.
Thats also the reason why the player gets this chance for Alien Infiltrations, since Alien Infiltrations will never stop and Alien Bases from Alien Infiltrations will just keep coming until oblivion.

I'm running the version 0.99.9.5 (with all the QoL changes and stuff) and the mechanism you've described here clearly doesn't exist. I'm still getting an alien base the moment the battleship shows up:

Code: [Select]
  - "gameTime: 2000-01-31 13:30:00 ufoId: 308 ufoType: STR_BATTLESHIP race: STR_MUTON_ELITE region: STR_SOUTH_ATLANTIC trajectory: P6 missionId: 62 missionType: STR_ALIEN_BASE"
  - "gameTime: 2000-01-31 13:30:00 baseId: 13 baseType: STR_ALIEN_BASE race: STR_MUTON_ELITE region: STR_SOUTH_ATLANTIC deployment: STR_ALIEN_BASE_ASSAULT missionId: 62 missionType: STR_ALIEN_BASE"

The mod.io page says it's been a while since the last update and the Github repository doesn't seem to contain any commits more recent than that. I wonder if I'm missing out on something here.

And that is totally fine for the vanilla Alien Base Mission.

On a further note, even with the recent QoL update the Ufopedia hides the fact that melee weapons get a bonus from strength. I was unaware of this until I checked the stats for nerds. Other mods have the pedia entries display accuracy and firepower bonus formulas at the bottom of the page. All this time I thought melee was utterly useless in this mod.

Stats for nerds is a recommended Option and turned on when first loading the mods. How to display this info in the UFOpaedia article, I will have todo some research (probably creating new strings or so). It certainly does not hurt to make sure the player knows this. Melee weapons are actually pretty effective, even the mighty Armored Sectopod can be killed by it.
You can consider this a oversight, due to mod creator knowledge.

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #166 on: June 09, 2024, 05:06:19 am »
Yes and this is intentionally so!
This is not a Oversight.

The first Mission the game starts in Hardmode Expansion is a Alien Base Building mission.
To make sure the player will get the Alien Base and is able to progress in the research tree.
The Alien base is also structured in a specific way, so specific maps modules will appear, to provide specific recoverable modules.

On second thought, i could split this gameStart part into a total unique mission, with separate mapScript and deployment.
To unify the mechanics so that such confusions do not occur in the future. It would also unify the behaviour ingame, so it would make sense for the player.

EDIT: Added towards Future Development Plan

EDIT2: Why is the Email notification for new post on the forum so delayed? Anyway back to bed...zzzZZzzzz
« Last Edit: June 09, 2024, 05:19:41 am by hellrazor »

Offline FoxVox

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Re: Hardmode Expansion - Bugreports
« Reply #167 on: October 16, 2024, 03:14:40 pm »
Had multiple maps close to this, but now I got a map with no path to the UFO. Those map tiles with 85% water on is a bit much.
See screenshot.

On that subject I would like to feeback on the "pyramid" map tiles that you can walk in to.
They are super annoying, no fun in any way. Challenge is one thing, but this is just timedemanding and yea, annoying.

Can you give a shor explination on how to edit this? I do some mod editing (for myself).
But I do not know how the map generation works. Can I simply remove the map tiles I do not want to have ingame, or would that break something in the code?

Cheers for the mod  =)

Offline hellrazor

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Re: Hardmode Expansion - Bugreports
« Reply #168 on: November 06, 2024, 05:00:40 pm »
Had multiple maps close to this, but now I got a map with no path to the UFO. Those map tiles with 85% water on is a bit much.
See screenshot.

On that subject I would like to feeback on the "pyramid" map tiles that you can walk in to.
They are super annoying, no fun in any way. Challenge is one thing, but this is just timedemanding and yea, annoying.

Can you give a shor explination on how to edit this? I do some mod editing (for myself).
But I do not know how the map generation works. Can I simply remove the map tiles I do not want to have ingame, or would that break something in the code?

Cheers for the mod  =)

Hello there.

Yes this can happen. It will also happen with the vanilla polar maps in the artic.

It did reduce the chance of this happening in Hardmode Expansion via Mapscripts but it can and will still happen.
The tiles on the map are placed in a random order so any possible configuration can happen.
What i can do is tell the mapscript how often a tile is used and under which conditions but in the end its still procedural generated randomness.

Just hunker in Smoke and throw some proxies and wait until turn 14+, when the aliens will move out, then you can kill from the distance.