Author Topic: [DONE] [Feedback] [Documentation] Hunter-killer  (Read 45694 times)

Offline Ethereal

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Re: Hunter-killer
« Reply #120 on: February 17, 2018, 10:42:19 pm »
Feature 2: Removed the recently added "allowAlienBaseDetection" flag... just use "sightRange: 0" instead for the same effect

But this is in vain. In many mods, there are radar modules for the  "sightRange" aircrafts, and thanks to them, the bases will be able to discover those ships that should not do this. A big request to return the option in the next update.

For the rest - many thanks!
« Last Edit: February 17, 2018, 10:47:08 pm by Ethereal »

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Re: Hunter-killer
« Reply #121 on: February 17, 2018, 10:46:48 pm »
But this is in vain. In many mods, there are radar modules for the  "sightRange" aircrafts, and thanks to them, the bases will be able to discover those ships that should not do this. A big request to return the option in the next update.

I don't understand.

There is "radarRange" and there is "sightRange".

I didn't change radar range at all.
And sight range is used only for base detection, nothing else, so everything is fine.

Or in other words... I didn't change anything... I just removed the option, because it was already possible to do it differently and with the same effect.

If you still disagree, please explain what you meant exactly.

Offline FeruEnzeru[RETIRED/I QUIT]

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Re: Hunter-killer
« Reply #122 on: February 17, 2018, 10:54:20 pm »
But this is in vain. In many mods, there are radar modules for the  "sightRange" aircrafts, and thanks to them, the bases will be able to discover those ships that should not do this. A big request to return the option in the next update.
Well i agree with Ethereal about allowing Alien Base Detection in OXCE+ and stuff involving new code flags and functions. I recommend crafts the work like Satellites to detect alien bases (probably improved and advanced ones).

I want to make Satellites as crafts so bad in my future plans for mod making and experimenting.  :-[

Offline Ethereal

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Re: Hunter-killer
« Reply #123 on: February 17, 2018, 10:55:24 pm »
I don't understand.

There is "radarRange" and there is "sightRange".

I didn't change radar range at all.
And sight range is used only for base detection, nothing else, so everything is fine.

Or in other words... I didn't change anything... I just removed the option, because it was already possible to do it differently and with the same effect.

If you still disagree, please explain what you meant exactly.

No, not the same. I use additional radar with a bonus to both "radarRange" and "sightRange". They are, to a greater extent, for special, reconnaissance aviation and are intended for the purpose of finding bases. "allowAlienBaseDetection" was for me a very good option that allowed to disconnect from the reconnaissanc of certain ships.

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Re: Hunter-killer
« Reply #124 on: February 17, 2018, 11:05:29 pm »
No, not the same. I use additional radar with a bonus to both "radarRange" and "sightRange". They are, to a greater extent, for special, reconnaissance aviation and are intended for the purpose of finding bases. "allowAlienBaseDetection" was for me a very good option that allowed to disconnect from the reconnaissanc of certain ships.

You mean you have additional craft weapons that increase sightRange?

Well, then just set "sightRange: -1000000" (or any big negative number you like) on the craft and even these additional weapons will have no effect.


Offline Ethereal

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Re: Hunter-killer
« Reply #125 on: February 17, 2018, 11:18:00 pm »
You mean you have additional craft weapons that increase sightRange?

Well, then just set "sightRange: -1000000" (or any big negative number you like) on the craft and even these additional weapons will have no effect.

Okay. It works. Thanks for the help.

Offline Hobbes

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Re: Hunter-killer
« Reply #126 on: February 17, 2018, 11:36:50 pm »
Yes, it's a good question.
There are many scenarios and probably all make sense.

I thought about it relatively long... and at the end I just went by the famous Warboy's quote "i hate the player and i want him dead, but i don't want to piss him off"

Amen.

How about, "pilots die while allowing the passengers to eject"? This is only used if there are pilots, otherwise all crew survives and returns home after some days.

Offline Ethereal

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Re: Hunter-killer
« Reply #127 on: February 17, 2018, 11:48:57 pm »
Concerning the escort.
The ship can be directed to itself. In this case, it freezes on the spot and it's not clear what is involved. On the base, of writing, he escorts, and in fact he escorts himself!   :D

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Re: Hunter-killer
« Reply #128 on: February 17, 2018, 11:58:10 pm »
Concerning the escort.
The ship can be directed to itself. In this case, it freezes on the spot and it's not clear what is involved. On the base, of writing, he escorts, and in fact he escorts himself!   :D

Lol, good point :)
I'll fix that in the next version.

But basically at the moment it behaves the same way as patrolling, just with full fuel consumption.

Offline Ethereal

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Re: Hunter-killer
« Reply #129 on: February 18, 2018, 07:54:39 am »
No, the escort is useless. If the Hunter-Killer hunts for transport, then he destroys the transport, and the escort safely flies to the base after that, with a sense of accomplishment. That's delirium! There should not be such a thing! If the Hunter-Killer is impatient to attack the transport, then for starters he will have to fight with the fighter guarding him. And at once with all. In the later stages of the game this does not matter, and at the start of the game there are no fighters that would be faster than a UFO, and therefore to intercept the enemy and save transportation is impossible in such conditions. Sense of this escort then?

"keepCraftAfterFailedMission:"
It is possible more in detail, how it to apply? With the presence or absence of this parameter in the "alienDeployments:" or "crafts:" no changes found.
« Last Edit: February 18, 2018, 08:56:28 am by Ethereal »

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Re: Hunter-killer
« Reply #130 on: February 18, 2018, 09:16:01 am »
No, the escort is useless. If the Hunter-Killer hunts for transport, then he destroys the transport, and the escort safely flies to the base after that, with a sense of accomplishment. That's delirium! There should not be such a thing! If the Hunter-Killer is impatient to attack the transport, then for starters he will have to fight with the fighter guarding him. And at once with all. In the later stages of the game this does not matter, and at the start of the game there are no fighters that would be faster than a UFO, and therefore to intercept the enemy and save transportation is impossible in such conditions. Sense of this escort then?

Escort is a way to follow a craft... without you having to click a million times.
The hunter-killer will attack who you as a modder configure him to attack... I'm not guilty of that (by default an interceptor).
And even if he would like to attack the transport first, you have a fast interceptor nearby and can attack him first.

In my opinion, everything is fine, the modder can decide what happens, and the player has to do a lot less clicks.

"keepCraftAfterFailedMission:"
It is possible more in detail, how it to apply? With the presence or absence of this parameter in the "alienDeployments:" or "crafts:" no changes found.

"keepCraftAfterFailedMission: true"

Offline Ethereal

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Re: Hunter-killer
« Reply #131 on: February 18, 2018, 09:28:30 am »
Escort is a way to follow a craft... without you having to click a million times.
The hunter-killer will attack who you as a modder configure him to attack... I'm not guilty of that (by default an interceptor).
And even if he would like to attack the transport first, you have a fast interceptor nearby and can attack him first.

In my opinion, everything is fine, the modder can decide what happens, and the player has to do a lot less clicks.

But at the start of the game, the UFO is faster than the interceptor. Click, do not click, but the transport will be attacked first, since the interceptor can not catch up with the UFO. Let it be, at least, the escort participates in the battle with the UFO along with the transport that it guards.

"keepCraftAfterFailedMission: true"

I do not know. Can not understand. I do not see any effect at all.
« Last Edit: February 18, 2018, 09:33:58 am by Ethereal »

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Re: Hunter-killer
« Reply #132 on: February 18, 2018, 09:40:53 am »
But at the start of the game, the UFO is faster than the interceptor. Click, do not click, but the transport will be attacked first, since the interceptor can not catch up with the UFO.

Configure hunt mode to 0 and it will attack the interceptor first.
For example:

Code: [Select]
ufos:
  - type: STR_LARGE_SCOUT
    hunterKillerPercentage: 100
    huntMode: 0  # prefer attacking interceptors

Let it be, at least, the escort participates in the battle with the UFO along with the transport that it guards.

Maybe. I'll have a look if it is possible. Can't promise.

I do not know. Can not understand. I do not see any effect at all.

The effect is that if you lose a battlescape mission (for example everybody gets killed)... you will not lose the craft.

Offline Ethereal

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Re: Hunter-killer
« Reply #133 on: February 18, 2018, 09:49:48 am »
Configure hunt mode to 0 and it will attack the interceptor first.

I use hunters for interceptors and hunters for transports. Both are inscribed in narrative.

The effect is that if you lose a battlescape mission (for example everybody gets killed)... you will not lose the craft.

It's clear. Got it. Thank you.

Offline Eddie

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Re: Hunter-killer
« Reply #134 on: February 18, 2018, 04:11:20 pm »
Completely alternative option is to make the "Eject" button... and let the user decide if they want to eject or not... but who would not want to eject?

An eject button makes sense if it allows you to save more soldiers/equipment than the default behaviour. For example for interceptors, again if chance of survival is not 100% when craft is destroyed.

Another scenario:
Say survival chance of a crash is not 100%. If you see a HK coming for your transport then you can choose if you want to take the chance of a fight. If the transport has enough firepower, you might win the fight and save everything but at the risk of crew death if the fight goes badly. If the transport is unarmed/too weak anyway, wouldn't you try to land somewhere before the HK catches you? Abandon the transport, possibly saving some equipment (all that you can carry)?
That would need an "abandon ship" button in the craft screen. Then you generate a battlescape where you can put equipment on your soldiers. After three rounds or something, the battlescape ends and all items on the ground are lost. The crew with carried equipment is transferred to a "crew on foot" craft (like the expedition in piratez) that makes it's way home at reduced speed and is immune to interception.
Less work to code would be to just change the craft to a foot patrol, with all equipment saved.

Edit: spelling
« Last Edit: February 18, 2018, 09:15:20 pm by Eddie »