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Author Topic: Area 51 beta version 0.962 updated June 27th  (Read 14678 times)

Offline Hobbes

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Re: Area 51 beta version 0.959 updated with bugfixes - April 9th, 2018
« Reply #60 on: April 19, 2018, 04:44:11 am »
Version 0.960 released

Download link: http://www.mediafire.com/file/mcppi8h7ficpcz6/Area%2051%20v0.960.zip

List of changes:
* Several bugs fixed, reported on this thread and elsewhere
* Balance: Council missions despawning penalty reduced to -500 points; data disks recovery is now worth 500 points and they can be sold for 500k; Destroy missions tactical score from destroying objectives reduced to 500 points
* Balance: civilian presence in Council missions reduced/increased, depending on the mission
* Balance: alien race appearance in Council missions changed


Enjoy :)

Offline Hobbes

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Re: Area 51 beta version 0.961 released May 13th 2018
« Reply #61 on: May 14, 2018, 12:57:53 am »
Version 0.961 has been released!

WARNING: you should delete the existing /Area 51 folder on your /mods folder before installing 0.961

Download link: http://www.mediafire.com/file/ju5vjvrrs897d9n/Area%2051%20v0.961.zip

Requires either Nightly openxcom_git_master_2018_05_10_2033 or OXCE+ Extended+-3.10a-bfe5b47-2018-05-08-win32

List of changes:
* Support for Macintosh users - thanks to Meridian who converted all the .gif files to .png format
* Spacefarers' weapon damage can now vary other than stun
* For OXCE+ users, the Hunter-Killer feature has now been added (see next post for details)
* Several bugs have been fixed
« Last Edit: May 14, 2018, 01:25:37 am by Hobbes »

Offline Hobbes

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Re: Area 51 beta version 0.961 released May 13th 2018
« Reply #62 on: May 14, 2018, 01:24:52 am »
Hunter-Killer UFOs (OXCE+ only)
* Specific UFO types can now detect and attack XCom craft
* Specific types of alien bases can now detect and launch UFO waves to intercept incoming XCom craft
* Hunter-Killers can only appear in certain types of alien missions (e.g. Retaliation)
* For more specifics about how the system works, check this thread

Recommended Options
* Airborne transfers - YES (for when your transport is returning and a UFO appears by its home base)
* Friendly craft escort - YES (OXCE only - allows your interceptors to escort transport planes to their target)
* Draw enemy radar circles - NO (OXCE only - otherwise the radar will reveal the HK UFOs)

This is an optional feature - the idea is to change a major variable and see how it works with vanilla air combat, with as little changes as possible since I don't have in my plans to switch Area 51 from the nightlies to OXCE+
« Last Edit: May 14, 2018, 01:15:56 pm by Hobbes »

Offline Meridian

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Re: Area 51 beta version 0.961 released May 13th 2018
« Reply #63 on: May 14, 2018, 09:36:18 am »
* Airborne transfers - YES (for when your transport is returning and a UFO appears by its home base)

How is this supposed to be used?

* Draw enemy radar circles - YES (OXCE only - otherwise the radar will reveal the HK UFOs)

Did you mean yes or no? :)

Offline Hobbes

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Re: Area 51 beta version 0.961 released May 13th 2018
« Reply #64 on: May 14, 2018, 01:20:55 pm »
How is this supposed to be used?

When your Skyranger is coming home from a long-range mission and several UFOs just appear over its home base. Unless you have a 2nd base to here you can divert the craft, you have a serious risk one of the UFOs being an HK and shooting down your Skyranger before it lands, because there's no other way to change its course/destination.

Quote
Did you mean yes or no? :)

I meant No, thanks :)

Offline Meridian

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Re: Area 51 beta version 0.961 released May 13th 2018
« Reply #65 on: May 14, 2018, 02:26:55 pm »
When your Skyranger is coming home from a long-range mission and several UFOs just appear over its home base. Unless you have a 2nd base to here you can divert the craft, you have a serious risk one of the UFOs being an HK and shooting down your Skyranger before it lands, because there's no other way to change its course/destination.

Lol, I see.
I always wanted to try that option, and was always too lazy.
In the base GUI, you transfer the craft as item... but it actually doesn't transfer anything... only redirects the craft to a different base... clever.
Would be nicer if it was done via a button on the craft detail geoscape GUI tho... todolisted (low prio).

I meant No, thanks :)

I was thinking... shouldn't the Hyperwave Decoder be able to tell us the UFO's intentions (hunter/escort) and radar range? And once it is hyper-detected, we could draw the radar circle... I'd be happy to ditch the user setting completely if it worked that way.

Offline Hobbes

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Re: Area 51 beta version 0.961 released May 13th 2018
« Reply #66 on: May 14, 2018, 06:07:05 pm »
Lol, I see.
I always wanted to try that option, and was always too lazy.
In the base GUI, you transfer the craft as item... but it actually doesn't transfer anything... only redirects the craft to a different base... clever.
Would be nicer if it was done via a button on the craft detail geoscape GUI tho... todolisted (low prio).

I never had this issue with Tech-Comm because the short range of the transports but on vanilla XCom sending a Skyranger across the globe can be very risky.

One feature that minimizes this situation is that HK UFOs have a short detection range (max is Battleship with 500 nautical miles) - I designed it this way so a player might only discover that the UFO is a HK when it's too late for the Interceptor to return safely to the base.

I haven't checked the mechanics of the airborne transfer... if it doesn't actually transfer anything, what happens to the craft/soldiers/items onboard it?

Quote
I was thinking... shouldn't the Hyperwave Decoder be able to tell us the UFO's intentions (hunter/escort) and radar range? And once it is hyper-detected, we could draw the radar circle... I'd be happy to ditch the user setting completely if it worked that way.

Some would say the vanilla HWD is already overpowered and spoilerish ;)

Technically sounds to me a good idea (better than having yet another option) but it will remove the element of surprise and make those air combats more predictable, specially during the late game.

There's also the factor that not all UFOs in an alienMission will be HKs, the percentage changes between 50 to 75%, depending on the mission and UFO type - the idea I want to give to the player is that the aliens don't specifically conduct missions to target XCom craft or escort other UFOs (unlike Tech-Comm) but a UFO can switch to HK mode as a possible response to a hostile craft getting too close for comfort (the Sectoid Navigator gets scared and decides to get rid of those puny humans).

The way I designed the HKs was:
* HKs can only appear in Alien Retaliation, Terror, Base and Infiltration missions, with a higher chance of UFOs being HKs on Retaliation
* Only Large Scout, Terror Ship and Battleship on those missions can be HKs
* Large Scout - major threat to Skyrangers but Interceptors can handle it, usually 50% will be HKs
* Terror Ship - major threat to Skyrangers, Lightning and Interceptor, Firestorm and Avenger can handle it, usually 66% will be HKs
* Battleship - major threat to all craft and unescorted Avengers, usually 75% will be HKs
* I didn't add any escorts because it would involve a major redesign of missions that would affect the vanilla version. I considered adding escorts to Supply Ships on supply missions, but I realized that escorts are redundant if the alien base can launch UFO interceptors.

Offline Meridian

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Re: Area 51 beta version 0.961 released May 13th 2018
« Reply #67 on: May 14, 2018, 07:07:56 pm »
I haven't checked the mechanics of the airborne transfer... if it doesn't actually transfer anything, what happens to the craft/soldiers/items onboard it?

If I remember correctly (can't check now)... the recovered items are magically transported to the original base immediately after the mission. Also craft re-equipment happens immediately.

So, the soldiers, (re)equiped items and craft would be saved when redirected to other base.
The recovered items (from the mission) would be lost if the original base was destroyed... or just wait in the original base if it's not even if skyranger lands elsewhere.

Some would say the vanilla HWD is already overpowered and spoilerish ;)

I like it :)
And if you're able to learn e.g. their mission objective, I'm sure you can look for radar ranges in their database too :P

Technically sounds to me a good idea (better than having yet another option) but it will remove the element of surprise and make those air combats more predictable, specially during the late game.

OK, I'll leave it for now and wait for more feedback from players and modders.

Offline R1dO

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Re: Area 51 beta version 0.961 released May 13th 2018
« Reply #68 on: May 14, 2018, 11:01:45 pm »
...
And if you're able to learn e.g. their mission objective, I'm sure you can look for radar ranges in their database too :P
...

From a lore wise point of view that alone would be enough for me to find the option useful.

Although it does open another can of worms:
 If certain ufo's are researched ... why not display the largest know radar range for a given size class when using conventional radars.
 For a short while players can be "fooled" in 2 ways:
 1. If only the ranges < than the HK are known ... false sense of security when trying to evade them (e.g. unexpected attack)
 2. If ranges > than the HK ones are known ... player tries to desperatly evade a simple scout , might even decide to forget about the terror mission because it is "on route".

As for a modder overriding the option to show them ... please only override the option to forcefully show them but leave the hide part intact. So a player can always chose to turn them off.

Offline Hobbes

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Re: Area 51 beta version 0.961 released May 13th 2018
« Reply #69 on: May 16, 2018, 08:03:37 am »
Version 0.962 has been released!

Download link: http://www.mediafire.com/file/fx0cykc1j81myho/Area%2051%20V0.962.zip

Requires either Nightly openxcom_git_master_2018_05_10_2033 or OXCE+ Extended+-3.10a-bfe5b47-2018-05-08-win32

List of changes:
* Reviewed all ListOrders
* Fixed issue with alien bases not generating UFO interceptors
* Set automatically several recommended OXCE+ options to use with Hunter-Killers (can be reversed by changing vars.rul)
* Small increases in UFO and Alien Base radar ranges

Offline R1dO

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Re: Area 51 beta version 0.962 released May 16th 2018
« Reply #70 on: May 16, 2018, 11:08:02 am »
Looking at the changes, i am missing the segfault preventing bugfix (mapfix) you've provided on discord.

Knowing you it is probably included. Mentioning it ... just in case ;)

Offline Hobbes

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Re: Area 51 beta version 0.962 released May 16th 2018
« Reply #71 on: May 16, 2018, 03:16:50 pm »
Knowing you it is probably included. Mentioning it ... just in case ;)

It is included, thanks for the reminder ;)

Offline Meridian

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Re: Area 51 beta version 0.961 released May 13th 2018
« Reply #72 on: May 20, 2018, 10:34:30 am »
* Set automatically several recommended OXCE+ options to use with Hunter-Killers (can be reversed by changing vars.rul)

Looks like a wrong option was fixed.
(Landing alert instead of radar drawing)

Offline Meridian

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Re: Area 51 beta version 0.962 released May 16th 2018
« Reply #73 on: May 21, 2018, 12:57:18 pm »
Lab Ship has more holes than Emmental cheese, people get shot through walls...

Save attached.

Offline Hobbes

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Re: Area 51 beta version 0.962 released May 16th 2018
« Reply #74 on: May 21, 2018, 04:48:18 pm »
Lab Ship has more holes than Emmental cheese, people get shot through walls...

Save attached.

Thanks! I'm a bit busy at the moment but I'll have a look at it later