aliens

Author Topic: [SOLVED][Suggestion]Random alien stats.  (Read 7996 times)

Offline Nord

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[SOLVED][Suggestion]Random alien stats.
« on: June 17, 2019, 05:34:07 pm »
Is it possible to make aliens have random stats? Maybe as addition to their primary stat level.
something like that:
stats:
 tu: 50
randstats:
 tu: 5

So we will encounter this units in mission with tu's from 50 to 55?
« Last Edit: September 18, 2019, 09:22:11 am by Meridian »

Offline Meridian

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Re: [Suggestion]Random alien stats.
« Reply #1 on: June 17, 2019, 05:44:17 pm »
It is possible to implement.

Does it make such a big difference to be worth adding though?
@all Feedback welcome.

Offline Nord

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Re: [Suggestion]Random alien stats.
« Reply #2 on: June 17, 2019, 05:47:43 pm »
It is clear in original game, that all alieens are clones and because of that have same stats.
But in mods we have many living beings, with a disappointingly low diversity.

Offline efrenespartano

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Re: [Suggestion]Random alien stats.
« Reply #3 on: June 17, 2019, 05:58:17 pm »
Nice idea! I agree with Nord. Most living beings has random stats, as Xcom soldiers.

This could be added to civilians too?
(I mean, all units)

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Offline Meridian

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Re: [Suggestion]Random alien stats.
« Reply #4 on: June 17, 2019, 06:24:40 pm »
Nice idea! I agree with Nord. Most living beings has random stats, as Xcom soldiers.
This could be added to civilians too?
(I mean, all units)

Games are not real world simulators... "let's do it because real life works like that" is not a valid argument for me.

Let me ask again, differently: Does this feature have potential to affect/enrich the gameplay in any non-negligible way (and if yes, please at least one example)... or is it pure cosmetics?

Offline Nord

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Re: [Suggestion]Random alien stats.
« Reply #5 on: June 17, 2019, 07:19:43 pm »
For me it is a way to create more types of enemys, without drawing more spritesheets  :D
I mean this is an addition to random damage modifier and random chances to control mind. Good addition i think. But i agree, more feedback needes.

Offline Bobit

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Re: [Suggestion]Random alien stats.
« Reply #6 on: June 17, 2019, 07:38:40 pm »
Randomized stats would mean you can't math out when a sectoid would react, or whether a melee can hit you. Otherwise doesn't matter imo.

Offline Yankes

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Re: [Suggestion]Random alien stats.
« Reply #7 on: June 17, 2019, 07:48:59 pm »
If you want only overall randomized stats then you can do this today using scripts.

Offline efrenespartano

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Re: [Suggestion]Random alien stats.
« Reply #8 on: June 17, 2019, 07:51:29 pm »
Games are not real world simulators... "let's do it because real life works like that" is not a valid argument for me.

Let me ask again, differently: Does this feature have potential to affect/enrich the gameplay in any non-negligible way (and if yes, please at least one example)... or is it pure cosmetics?
Well, I can't opine for Nord, who originally proposed this, but from my point of view, this could be a potential use:

In addition to adding a touch of variety to the game, it could be used to "simulate" more trained or veteran enemy soldiers or, on the contrary, greener. Suppose we face a game of human Cultists assaulting a city (with civilians, of course).

Some of these Cultists may have better physical condition (more TUs and stamina) or be better at melee combat, but as these stats are random, the human player would not be fully aware of which enemies are better or worse. I understand that this can be achieved with different ranks in the races, but this would give the player an idea that "engineers are more dangerous and I must kill them first than soldiers".

And for civilians, some might be more clumsy (less TUs or stamina) and hide, stand in front of Xcom weapons (or do whatever civilians do best) less effective

It's basically to give tactical diversity to the battle. It could be considered an "aesthetic" addition.



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Offline Bobit

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Re: [Suggestion]Random alien stats.
« Reply #9 on: June 17, 2019, 08:32:31 pm »
Efrenesparto, that's what ranks are for. Your point is still valid, but not very imo.

Offline efrenespartano

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Re: [Suggestion]Random alien stats.
« Reply #10 on: June 17, 2019, 08:42:41 pm »
Efrenesparto, that's what ranks are for. Your point is still valid, but not very imo.
Yes, Bobit, I know that's the point of ranks.

But that's why I support this idea. With ranks, you know exactly what enemies will be better than others. With randomized stats you may not know if an enemy Soldier, Medic, Engineer, etc will be sightly better, worst or just average. Hahaha of course, I'm not talking about super stats. Just like Nord suggested, a few more or less points.

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Offline ohartenstein23

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Re: [Suggestion]Random alien stats.
« Reply #11 on: June 17, 2019, 11:35:58 pm »
There are already two ways of making randomized stats within a single alien rank - having multiple units at the same rank with membersRandom in the alienRace definition, or using the createUnit script hook to add a random number to each stat when a new unit is added to the battlescape.

Offline Meridian

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Re: [Suggestion]Random alien stats.
« Reply #12 on: September 17, 2019, 04:54:26 pm »
There are already two ways of making randomized stats within a single alien rank - having multiple units at the same rank with membersRandom in the alienRace definition, or using the createUnit script hook to add a random number to each stat when a new unit is added to the battlescape.

Script way doesn't work, because setStat checks statMax and prevents going over the maximum.
And the maximum is read-only.

'membersRandom' works fine.

Offline Yankes

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Re: [Suggestion]Random alien stats.
« Reply #13 on: September 17, 2019, 10:35:47 pm »
There is some script functions that could alter max stats it have prefix `Stats.`, there are bit hidden in code that Meridian probably miss code that add them.

Offline Meridian

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Re: [Suggestion]Random alien stats.
« Reply #14 on: September 18, 2019, 09:19:10 am »
Right, here's a sample script to randomly increase sectoid HP by 0-10:

Code: [Select]
armors:
  - type: SECTOID_ARMOR0
    scripts:
      createUnit: |
        var int rngValue;
        var int newValue;
        battle_game.randomRange rngValue 0 10;
        unit.getHealth newValue;
        add newValue rngValue;
        unit.Stats.setHealth newValue;
        unit.setHealth newValue;
        return;