Author Topic: How do I make Chryssalids not always succeed?  (Read 17328 times)

Offline hellrazor

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Re: How do I make Chryssalids not always succeed?
« Reply #15 on: July 16, 2017, 12:17:59 pm »
Actually this is only true for melee attacks.
If you use a ranged zombification attack, it actually only converts if you actually hit.

Offline Solarius Scorch

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Re: How do I make Chryssalids not always succeed?
« Reply #16 on: July 16, 2017, 12:35:42 pm »
Actually this is only true for melee attacks.
If you use a ranged zombification attack, it actually only converts if you actually hit.

So what's different...? In melee, the Chryssalid also has to hit.

Offline Yankes

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Re: How do I make Chryssalids not always succeed?
« Reply #17 on: July 16, 2017, 12:39:28 pm »
Yeah, I guess I will pester someone to modify this code of the zombification to only work if some damage was dealt...

The present "touch and you're dead" mechanics would be fine in a more abstract system, say in Space Hulk or Templar Batttleforce. But X-Com is more complex and more simulationist than that; such an abstract rule just looks like bad (or should I say lazy) design, not matching the rest.
doable, even more, I will probably do it today.

Offline Solarius Scorch

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Re: How do I make Chryssalids not always succeed?
« Reply #18 on: July 16, 2017, 12:51:42 pm »
doable, even more, I will probably do it today.

Great! Another improvement! :)

Offline The Reaver of Darkness

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Re: How do I make Chryssalids not always succeed?
« Reply #19 on: July 16, 2017, 03:58:07 pm »
I foresee a possible problem if you try to implement zombification on death only: if the soldier falls unconscious they would fail to become a zombie even if the Chryssalid had time units remaining to continue attacking.

Possible solutions:
1.) zombification on neutralization
2.) prevent unconscious state from attack
3.) zombification if any damage has been dealt
4.) chance-based zombification based on what percentage of the soldier's health was lost to the combined attacks
5.) chance-based zombification based on what percentage of the soldier's health remains at the end of the attacks

Offline Solarius Scorch

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Re: How do I make Chryssalids not always succeed?
« Reply #20 on: July 16, 2017, 04:11:46 pm »
I foresee a possible problem if you try to implement zombification on death only

Nobody ever has suggested this.

Offline Yankes

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Re: How do I make Chryssalids not always succeed?
« Reply #21 on: July 16, 2017, 04:40:44 pm »
This is be done (in OXCE 4.0) by scripts, you get percentage chance to transform and you can reduce or increase it.
This mean that if you want it only work on killing hit then you check for current damage to health is greater than current health and you leave it unchanged otherwise you set to 0 disabling it. You can made this proportional to damage done (scratch is safe :)).

Offline Warboy1982

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Re: How do I make Chryssalids not always succeed?
« Reply #22 on: July 16, 2017, 10:16:22 pm »
Actually this is only true for melee attacks.
If you use a ranged zombification attack, it actually only converts if you actually hit.

meaning it's identical for both.

Offline The Reaver of Darkness

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Re: How do I make Chryssalids not always succeed?
« Reply #23 on: July 16, 2017, 10:52:26 pm »
This is be done (in OXCE 4.0) by scripts, you get percentage chance to transform and you can reduce or increase it.
This mean that if you want it only work on killing hit then you check for current damage to health is greater than current health and you leave it unchanged otherwise you set to 0 disabling it. You can made this proportional to damage done (scratch is safe :)).
Thanks!

I've never used OXCE before but I'm going to try it for the first time. Maybe I am ready now!


Nobody ever has suggested this.
I suggested it in the first post.

Offline SteamXCOM

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Re: How do I make Chryssalids not always succeed?
« Reply #24 on: July 17, 2017, 01:45:36 am »
Let them be totally evel and succeed in their hits.
Once you get flight suits you will become THEIR horror as
you hover out of range and blast them with pistols

Offline The Reaver of Darkness

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Re: How do I make Chryssalids not always succeed?
« Reply #25 on: July 17, 2017, 02:45:46 am »
In my mod, power suits have more armor than flying suits, and power suits give more strength while flying suits give more firing accuracy. I like giving the player choices, and letting armor defend against chryssalids is part of that choice. Of course, flying suits can make you immune to chryssalids, but there are other considerations, such as killing the chryssalids before they get to civilians, or dealing with all of the snakemen. Because of that, I like power suits to offer protection from chryssalids as well, so that there's still a choice in armor rather than one obvious best option for all cases.

Offline SteamXCOM

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Re: How do I make Chryssalids not always succeed?
« Reply #26 on: July 17, 2017, 05:09:20 am »
I like power suits to offer protection from chryssalids as well, so that there's still a choice in armor rather than one obvious best option for all cases.

In some other forums or threads some did complain about the flying suits giving that advantage over the chryssis: 
 Its always nice to have choices, maybe I myself would not mod the chryssis, no, but to have another creature to do a similar effect but be limited by armor could be nice to have.
 
  In some ways it's like my experiment spawning civilians from dead civilians that automatically turned hostile, which is undesirable for what I had in mind.  Maybe the  civilian spawn as described is a bad idea, however, the effect to have an allied tank crew spawn from a blown up vehicle would  be useful, that is if the game could spawn units that way  that did not spawn hostile.
 
  The demo that was released around the time the game came out, I must have played it about 18 times, could not beat it once, came close , but always a CHRYSSALID inconveniently appeared, zombified someone and the game went south from there.

Offline The Reaver of Darkness

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Re: How do I make Chryssalids not always succeed?
« Reply #27 on: July 27, 2018, 03:07:07 pm »
This is be done (in OXCE 4.0) by scripts, you get percentage chance to transform and you can reduce or increase it.
This mean that if you want it only work on killing hit then you check for current damage to health is greater than current health and you leave it unchanged otherwise you set to 0 disabling it. You can made this proportional to damage done (scratch is safe :)).

Can someone explain how to use this feature? I'm lost here.

Offline Meridian

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Re: How do I make Chryssalids not always succeed?
« Reply #28 on: July 27, 2018, 03:13:35 pm »
Can someone explain how to use this feature? I'm lost here.

Yankes or Ohartenstein can write a script for you if you tell them how exactly should it work.
For the rest of us, it's black magic.

Offline ohartenstein23

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Re: How do I make Chryssalids not always succeed?
« Reply #29 on: July 27, 2018, 03:18:59 pm »
OXCE 4.0 isn't out yet, so I can't do any black magic for you.