Author Topic: [DONE] [Feedback] [Documentation] Hunter-killer  (Read 22941 times)

Offline Meridian

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Re: [DONE] [Feedback] [Documentation] Hunter-killer
« Reply #180 on: October 14, 2018, 02:42:42 pm »
Two small updates:

1. Since OXCE 5.1 2018-10-14, the hunt missions will not start from the alien base, until you explicitly say so. On the good side, if you say so, they will not only take off from the base, but also land back in the base.

Code: [Select]
alienMissions:
  - type: STR_MY_HUNT_MISSION
    operationType: 6    # hunt mission

This is a breaking change, please update your mods!
For more info, see here: https://openxcom.org/forum/index.php/topic,6557.msg104669.html#msg104669



2. Reaver wanted the retargeting of hunter-killers to have more delay.

A new global parameter hunterKillerFastRetarget has been added:

Code: [Select]
hunterKillerFastRetarget: false     # default is true

"false" means that HKs retarget only once every 10 minutes

"true" means that HKs retarget every 5 seconds when you are in slow mode (buttons "5Sec" and "1Min"), in other modes only once every 10 minutes
« Last Edit: October 14, 2018, 03:22:20 pm by Meridian »

Offline Meridian

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Re: [DONE] [Feedback] [Documentation] Hunter-killer
« Reply #181 on: January 12, 2019, 05:30:48 pm »
Two more updates:

1. HKs don't attack craft returning from a mission anymore.

Because the player cannot redirect the craft and avoid HKs and/or enemy base.

2. HKs can instantly destroy defenseless craft when player presses the red self-destruct button.

Defenseless means:
- slower than the UFO
- has no more ammo left
- there are no more active (still flying) projectiles
« Last Edit: January 12, 2019, 08:08:51 pm by Meridian »

Offline ohartenstein23

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Re: [DONE] [Feedback] [Documentation] Hunter-killer
« Reply #182 on: January 12, 2019, 05:54:37 pm »
How does the 'defenseless' feature interact with multiple interceptors? For example, your transport is guarded by an interceptor armed with a slow-firing missile - in-between shots of that missile, it sounds like the transport would fulfill all three of those criteria and get hit pretty hard, even though the escort is readying to fire again.

Offline Meridian

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Re: [DONE] [Feedback] [Documentation] Hunter-killer
« Reply #183 on: January 12, 2019, 06:35:12 pm »
How does the 'defenseless' feature interact with multiple interceptors? For example, your transport is guarded by an interceptor armed with a slow-firing missile - in-between shots of that missile, it sounds like the transport would fulfill all three of those criteria and get hit pretty hard, even though the escort is readying to fire again.

Alright, back to manually activated self-destruct button then...

Offline Ethereal

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Re: [DONE] [Feedback] [Documentation] Hunter-killer
« Reply #184 on: January 12, 2019, 06:46:20 pm »
Alright, back to manually activated self-destruct button then...

Taran, of course, preferable, in the absence of the ship X-COM opportunities to return fire(only when a single intercept - not a group). If that's the only way, let there be self-destruction.

Offline ohartenstein23

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Re: [DONE] [Feedback] [Documentation] Hunter-killer
« Reply #185 on: January 12, 2019, 06:47:57 pm »
Sorry to burst your bubble on it. I like the idea of the "going in for the kill" feature on defenseless craft, but with the fact that the dogfight windows are agnostic of each other makes it hard to check for escorts.

Can we get pointers to the other craft from the GeoscapeState somehow? We could then check for player craft that are targeting the transport, at the same location, and in a dogfight, to see if the transport is escorted.

Edit: Oh, we can check for other player craft from _game->getSavedGame(), right?

Offline Meridian

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Re: [DONE] [Feedback] [Documentation] Hunter-killer
« Reply #186 on: January 12, 2019, 08:09:52 pm »
Button added, original post updated.