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Tycus

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  1. Wait, did I just get ninja'd here again? (because I have already like explained that; there is definitely something going wrong on this forum for me) Wow, that sounds like pretty awesome idea, though I would like to limit sectoids psi-abilities to low-level ones, like Psi-Panic (because we already have sectoid commander for high-level ones).
  2. @Krazyguy75 "1. Sorry, what was your solution again?" "2. There is a difference between, as I said, the discovery movement, and as you said, an actual turn. They can immediately go after you if they discovery you during your turn, but if they wander into your sight, that costs them a turn. However, that is a half action (either overwatch or movement) rather than a full turn (move and fire)" - they actually get free action upon discovery, or when patrolling and full 2 action turn, but because of this AI restraint most aliens just skip rest of their turn/ their last action point, so it can be hardly noticeable, because only non-offensive action (other than movement) aliens can take is Mind Merge, Repair or Life leech: can be especially noticeable on chryssalids, which can run to you like across half of the map; at least this how it worked in EU, so unless they changed(*fixed*) it in EW it should still be the same. "8. I don't recall, sorry. It may have just been speculation on how it might work that I'm remembering" - ok, then. "9. Ah, I did the same thing, and yeah, they barely touched it, only using it twice in an entire campaign. Still don't know what made it trigger, it seemed to happen when 4 or more of my guys were in sight and some were overwatched and others were hunkered behind full cover. I don't expect them to know how to use all abilities, but they certainly have some ability to use specific ones. I save cheesed to save my life against them, 3 MC'd guys at any one time..." - I believe this happened because of quite common AI bug (when use of any abilities sectoids naturally posses have so low chances of success, so theirs usual abilities got filtered out because of negative AI score, and only action left for them to take is use of this new ability, that you have generously given them :thumbsup: "10. Bullet swarm is passive. It's whether they'll utilize it well that requires testing" - aliens can totally use it (I have given that ability for Muton Elites, so they were shooting twice); just cannot use it very well (like shoot, then hide), because AI unaware of aliens having it - so it was like them shooting, then "hey, I can still shoot once more" and then shoot again; really it all depends on AI scores of those shots.
  3. @Krazyguy75 "Howsabout we give exalt the skin mod that locates cloaked people on their snipers?" - it would fit on their Elite Operatives better, I think, but I highly doubt, that AI can make intelligent use of it, unless this mod autoreveals cloaked units (has anybody tested that in multiplayer?) - so yeah, this totally can work. <..> "1. Yeah, that's an if possible" - I think my solution is a bit better (and lot easier to implement) "2. That'd lead to rediculous amounts of death, as they'd shred you in the first turn by flanking your people before you could react. A solution I pose is to let them count as dashing when they enter, letting them have a higher chance of dodging initial overwatch. Could even give operatives Lightning Reflexes)" - actually, I don't believe that gonna happen (besides, don't leave your guys in easily flankable position), because AI is sort of restrained against taking offensive action versus XCOM troopers on their reveal turn (like when patrol of aliens stumble into you on aliens turn, worst they can do is enter overwatch, but I'm not 100% sure about it, so we will have to test it). Also, overwatch shots against dashing units actually have same penalty as normal ones (tooltip is a lie). And LR are overrated (especially in my mod because of reaction fire, and that is another reason I'm not particularly afraid of flanking action). <..> "8 (the second one =P). I could've sworn I'd seen something on that" - may I ask were? "9. Yeah, that's a stretch goal. However, certain abilities can be used by AI that they wouldn't have normally (EX: MindControl (the player version of PsiControl) worked when I gave it to Sectoids, to the point where they spammed it)" - strange (it could not be that easy), I remember giving Sectoids Psi-panic and they were not using it, because use of Psi abilities require special Psi flag on a unit, and there is special sub-routine AI function, that controls use of all Psi abilities for all alien types. "10. The AI is far more robust than many people give it credit for. It can handle most new passives that I've given it so far. But we'd need to test it" - yes, passive (also count automatic ones, like "Ready for Anything" perk) abilities is not a problem, like at all; it is active (that do require some sort of input before use) that AI generally cannot utilize - unless you replace one active ability with another and tweak use of new one.
  4. Already planned that in my mod, because how it works now just bugs me - I propose to change conceal-reveal mechanic of mimetic skin to be something like that: get revealed by any movement and weapon fire, get conceled on entering high cover, if not flanked and stay concealed, unless moving again or firing weapon.
  5. Totally agree with both statements. It seems that not just EXALT operatives are sort of weak (even their so called "Elites", which can hardly reach lieutenant rank level of your own troops), their missions were designed in such way to make EXALT even less of a threat to the player. Onto EXALT relays: imho they should just disable reinforcements of EXALT troops for couple of turns (so player would still have some incentive to hack those arrays, and have time to deal with current situation or prepare for next wave; and hack effects would be not as debilitating for EXALT troops) Second suggestion is spot on: it wiil allow them to take cover (they often enter map and stay in positions with no cover), and at least have chance to do something. Also I will most definitely buff them in my mod (and I mean not just simple stat adjustments, but will grant them new set of abilities as well; I haven't checked their AI yet to see if they can use new active abilities). But I like to have them: they can be very distinct threat to player - squad-sight sniping or sudden rocket delivery is quite unique threat (and gives XCOM soldiers a bit of their own treatment, hehe) As for strategic level it is nice to have secondary mechanism of delivering problems for player (be it panic increase, research sabotage or plain credit theft), it can help to add some pressure mid-to late game. Of course, current mechanic has to be rebalanced (but I need to do some research on this before posting suggestions).
  6. @Dubious What I was referring to is "Individual Item Changes" section, which has no info (even for previous version of XCOM:EU, not like it matters now). Basically it was required to disable specific exclusion preventing making Smoke Grenade an item - outdated code: Battlescanners don't seem to have similar exclusion, and I really don't know about other two items. ------------------------------------------------------------------------------------------------------------------------------------------------------------ Exactly how many perks can be granted via this new method? (3 should be enough, I think). Good luck on resolving second issue, though. Btw, about smokes and battlescanners: it is perks granting items, not other way around (there is no "Smoke Grenade" or "Battlescanner" perks in perk trees in my mod; anyway, I should wait for updated Extended Perk Trees mod before I really need worry about that :tongue:).
  7. I remember this one, too bad I implemented this in last huge update of my mod, which was kinda broken (crash at launch of tactical mission), and I even don't know was it success or not. And link to wiki is broken, fixed: http://wiki.tesnexus.com/index.php/Additional_Items_Mod_XCOM:EU_-_2012 It is shame that article on wiki is still unupdated. Btw, any plans for updating that mod for EW? I would like to give MEC weapons some unigue perks, to make them more different and versatile, and not just straight upgrade; also is it even possible to grant several perks with single item?
  8. Oh, ok then. Well, in theory MEC trooper perks were specifically designed and balanced for MECs, hence the exception. I just did a quick check, and with possible exceptions of Corporal (Automated Threat Assessment and Advanced Fire Control) and Colonel (Absorption Fields and Reactive Targeting Sensors) level ones rest are most likely tied to MECs themselves (such as in animations and effects, similarly to weapon-specific perks).
  9. This list should be on FAQ about Second Wave options, and with exception of one minor design oversight (Gunslinger for Heavy, anyone?) is actually pretty fun to play with.
  10. Actually, MECs are not that good (especially on higher difficulties). And about Mectoids: normal Sectoids go in overdrive mode (their biology and implants), when mind-merged, same applies to mechanized version, so shield can be result of both psionic and technological advancements (as Sectoids themselves are not that powerful psionics). That is actually pretty solid concept. So it looks like some testing needs to be done :wink: .
  11. Regarding psi - nice ideas (especially regarding MECs, since gene-modded soldiers can get psi on top of their awesome abilities, but MECs get nothing, kinda unfair). Btw, I hope implementing battlescanners and smoke grenades as items would be easier this time :wink: .
  12. Hi everyone, I'm back in modding XCOM (there was RL issues, then moved onto other projects and some other stuff), but with this new expansion out I will continue work on this mod, and hopefully port over most of functionality included. Also because of changes brought by expansion some previous issues just don't matter anymore, and it will be released in functional alpha state (once its ready). Update 1 {23.11.13}: ok, I finished my Ironman Impossible test run (so I would know about what I would want to change and how it will work out in my mod). It took me quite some time to formulate my impressions about this new game mechanic and changes they have made to XCOM. Here is mini-review (which then grew in process; warning: wall of text under a spoiler) Right now I am struggling with lack of ideas on how to remove (or improve) this horrible meld collection mechanic for my mod, as it clashes with principles of gameplay in my mod badly; besides most of missions (in my mod) already take 6-10 turns in average (depends on a map), my record is 2 turn win on a graveyard map (big one) and will rarely go beyond 20 turns (unless player chooses to do so), except for missions like Battleship assault. And, of course, I'm waiting for updates to some existing mods (which my mod incorporates). I may even look into some of them myself, but my modding skills got rusty, so don't expect quick results. Update 2 {28.11.13): fixed minor typos and added minor updates to review above. Right now I am still collecting statistical data about how game is played right now, and what might need some fixing, looking out for some ideas how to solve few balance issues in my mod and check out for neat features, that can provide a good addition to it: also I do some re-evaluation of changes I might do (usually by means of imaginary thought experiment, helped by mundane calculations :geek:). Also it looks like I need to do updates myself for some features my mod already incorporate (and by coincidence resurrect some nice mods (modlets?), that are buried somewhere on this forum); it is good, that I might have some experience on this - have been updating some features since patch 1 (like disappearing corpses or disabling panicked friendly fire, before Toolbox was even created); skipped patch 2 entirely (since it was not fixing anything useful anyway, but new damage calculation system would ruin my mod; good, that they seem to revert for old system in expansion), but was forced to update for Slingshot DLC; however, most of advanced features were added on patch 4, and latest additions were not even tested properly, so wish me luck on this uneasy task. [/line]Now this is just great: forums start to lag and give same bs errors (504 Gateway time-out, database driver error etc.), and wiki is down (again); this is why I hate, when people post links to wiki (it is never up, when needed); and when progress on my mod is being delayed by something like that this whole instability thing just aggravates me a lot. Sigh. I'll guess I have to endure this (again!) and just make local back-up copies of anything I might need. P.S.: next update will be on new post, where I hope to share some workable code for updated features.
  13. I'm fine with perk once per class tree as well (actually, I could not remember any mod, which used that feature :unsure:). But it will still allow multi-class perks as well as up to 3 perk choices per rank, right?
  14. I'm not 100% on this, but I think that Sentinel + Rapid Reaction can provide up to 4 reaction shots. Rapid Reaction provides up to 2 shots for each reaction shot (but both shots at a single enemy). Sentinel allows 2 reaction shots at 2 different enemies. I think the combo would work like : 1st reaction shot (if it hits you get a second reaction shot from Rapid Reaction, at the same enemy). 2nd (or 3rd) reaction shot from Sentinel (if it hits you get a 3rd or 4th reaction shot from Rapid Reaction). No, maximum 2 reaction shots via Sentinel and Rapid Reaction possible: either 2 shots on same target: 1st shot must hit (Rapid Reaction), or 2 shots on different targets (Sentinel). Also, I believe, code, which is called during normal Overwatch Reaction shots is mutually exclusive for those perks. This was discussed, tested and verified several times on this forum earlier.
  15. Yes, game checks for such files "just in case", so nothing to worry about. I accidentally found out this, when I was trying to do "lazy" backup in folder inside CookedPCConsole folder; however I have not experimented with this little feature (ie which file will actually load) and simply moved backup files elsewhere, so feel free to share results.
  16. That was the plan. I was only asking if there is any way to narrow list of suspects, so to speak, so I don't have to go through every single change (there is a lot of them). Because in process of updating one of my latest experimental additions I realized that game does not crash (hang up) until incorrect part of code is called, so by knowing which functions is called in a moment I described earlier and by knowing what parts have been modified I can track it down to what exactly causing the crash. This is most likely, as sometimes I replace the function (complete with correct header and all), then do a minor adjustment to modded function, but forget to update the header. Of course, I do not completely exclude other reason (broken jump offsets), as while I modify and keep track of jump offsets in modded part of function I may *accidentally* break jump offsets (which I have missed) in unmodded part (done some changes like that before your tool was available). Btw, could be anything helpful in a log file?
  17. UPDATE: Well, I have some good news, some bad, and then some...mixed (to put it mildly). The good: last week at Sunday I have finished adding features to my mod (almost all of wait list and some more). The bad: still no progress on UFO selection. However, I *might* have resolved item charges issue (*not tested if works as intended*), which for anyone familiar with jump-offsets is fairly easy task and can be done under half-hour, I believe. And I wasted almost a week resolving that; there is silver lining to this, as I now understand this whole jump-offset business, and by looking back I wonder how I could have missed such obvious solution (must have been brain-block or something :rolleyes:). The ugly: BUGS!!! Bugs everywhere! Now I am on general bug hunt within my mod: as it turns out, I failed to make regular back-ups and checks for each feature I've added/changed, so basically I have to rebuild (and test) my mod from scratch, which could be quite tedious and bothersome task, as estimated total sum of upk changes made so far could easily go up to a hundred (I splitted my mod into 18 semi-separate modules, each with multiple functional upk changes). So as soon as I am through initial test run (in which I fix all obvious/game-breaking bugs) - my mod is out. I believe, between UFO selection and Alien Bases there is no major features left for me to add, so after those (if ever) would be added, I call it complete. After that only minor features/tweaks and fixes be added, and, of course, balance polishing. However, I am a bit wary to give exact ETA of my mod release, as I have ever-decreasing time to work on my mod (due to RL reasons). I wonder, if there any guide or something on bug hunting? Or can somebody give me some tips on a subject? (or better, join me on the ride :wink:) So, lets say, game crashes during tactical mission start (after pressing launch button/before skyranger cutscene) - any particular part of code I should look after?
  18. Very unlikely, because Vengeance force unit to take reaction shot against attacker, and it seems like Elder Weapon cannot do overwatch/reaction shots at all. Or any shots at all. While Psi-Lance is treated like normal shot (hit percentages affected by cover and all), but ultimately is an ability of Ethereal itself (ie character ability), and Elder Weapon is needed to launch those Psi-Lances in similar way, how Heavy needs his rocket lancher to fire rockets.
  19. Yes, done it already. Have you not seen code in my mod thread? (here: http://forums.nexusmods.com/index.php?/topic/1033516-combined-mod/?p=8469823). But it is working only for passive perks, as AI cannot use new active abilities )
  20. First time only is good enough (it will be in line of other cinematic cutscenes - first UFO shotdown, first Terror mission etc).
  21. Use option 1, of course. I always thought it was kind of lame, that outsiders were removed from game after base assault mission (as already number of alien types in game are too few, imho). And making skeleton key not spendable would be sort of imbalancing (practically free and unlimited base assaults). Option 1 (making more skeleton keys) is only logical solution, why it would be crossing line too much? I have foreseen this whole "issue" (which I do not believe to be any real "issue" at all) from start. Besides, you can always make option 2 later (for those, who does not like outsiders :wink:).
  22. This is awesome! Finally we got the possible tie-in of storyline and actual gameplay (because I know of several cases on Ironman Impossible playthroughs, when player does NOT assault the base, until nothing is left to research, then does base assault mission, unlocks few techs and psi, rushes them (because is nothing left to do), shoots down Overseer and so on, basically it becomes race to final credits :rolleyes:). End result that flow of storyline is kind of broken, certain tech is made useless (Hyperwave Relay, because player gets it at the point, when it does not matter anymore), and player probably has to level up new soldiers, if he wants psionics and all. Also panic decrease as result of base assault is kind of wasted as well. This happens, because there is no real reason (besides plot advancement) to research outsider shard and do base assault mission. And you are proposing solution to this kind of behavior, so player actually would be motivated to get relevant research and assault alien base mid-game. I am pretty sure, that by tinkering with panic values it is possible to ensure that at least one country leaves XCOM on first/second month (could be several countries as well). And we even can limit, how much Alien Base Assaults player can do at once (by requiring several outsider shards to make skeleton key). Only possible setback I foresee in lack of said outsiders, as game replaces command squad on UFOs after said Alien Base Assault mission (that can be easily solved by changing supporting aliens in Sectoid Commander pod to Outsider; this way they indeed become "linked" :wink:). That leads to some interesting balancing possibilities (and now I need to run numbers on this). Also, regaining lost countries :thumbsup:. I will be looking forward to see progress on this.
  23. Recently I found myself in need of very specific modlet, that will allow to change, which UFO types are doing missions. The reason is stated in my mod thread: http://forums.nexusmods.com/index.php?/topic/1033516-combined-mod/?p=8511520 (for anyone interested). Anyway, what exactly I mean by statement above: Introduction (you can skip this part, if you already know, how missions work): Abductions (and terror) use next system: first, there is UFO created, that flies to scout target (usually Large Scout /Battleship in case of terror; that can be changed), if that UFO is shot down, then mission there is canceled in case of abduction or not in case of terror (it also can be changed for both cases to either result); and there is number of UFOs that fly around with no particular mission, and can land (depends on "require interception" chance in DGC.ini); also only way to landed UFO mission to happen. And there is satellite hunter: if player completely ignores UFO (ie no interception attempt), Battleship(Large Scout in first months) (that can be changed too) comes down and tries to take out satellite (there is chance of satellite survival, if player upgraded them to stealth satellites in Foundry; in vanilla; chances of satellite (both normal and stealth) survival can be set in DGC.ini). Now I flesh out, what exactly I want to do: - determine, which types of ships take roles of scout and abductor in abduction missions depending on in-game time passed (ie, first two month small scout scouting for abductions and large scouts doing them; next it will large scout and abductor; after upgrade to abductor and supply barge); - likewise, for terror mission (first four month supply barge is doing scouting, after that battleship); - same for satellite hunter ship, but with optional behavior change: vanilla mechanic on its behavior always seemed a bit counterintuitive for me - why would they send satellite hunter in case if you not interfered (regardless of reasons) with their business? much more logical would be something like this: you not bother their ships, they not bother your satellites - you take down their mission UFO and they send out in retaliation satellite hunter; this way it is up to player to escalate conflict or not, just one more of those decisions to make (obviously there should not be retaliation on hunter takedown, so taking out satellite hunter remains a valid option). And one more thing: I also would like to make detection of mission UFOs and retaliation chance based (to add good bit of randomness). This way a powerful and flexible tool to handle balance in strategic part of game would be created (would help greatly in resolving any strategic balance concerns in any mod with conjunction of already existing tools and methods). Anyway, this is all information I have gathered on this topic so far: All ships on missions are determined in single function: XGStrategyAI BuildObjectives (not to confuse with BuildObjective), and this function looks like: However, satellite hunter is determined elsewhere (and probably don't count as "mission UFO" by game definition of it). Functions, that are responsible for satellite hunter: function ShouldHunt: Also there is sort of time selection tied to difficulty level, which ship takes role of satellite hunter in function AddHuntTarget: And there is this one interesting function AddUFOMission (which is interesting, because it looks like this only other function, than BuildObjectives function, that can assign ship type for mission; other functions handling missions, and use BuildObjectives function to determine ships for them); also I think that this function is not used in vanilla at all; probably leftover from earlier versions/testing. What it looks like: Also, I managed to find, that this issue was discussed earlier on this forum in thread "Storms over former XCOM members | Controlling abductions" (link to discussion page: http://forums.nexusmods.com/index.php?/topic/849122-storms-over-former-xcom-members-controlling-abductions/page-7?hl=%20armor%20%20penetration) So I would be glad for anyone help on this.
  24. I hate to be bringer of bad news, but mod is being frozen until further notice. While I managed to successfully (more or less) implement reworked cover, implementing certain perks-as-items happen to get across severe issue. Basically, code that lies on wiki is customized (for Long War) version, that is also not mod-friendly (I asked Amineri directly about the issue, and she said that changes I need require complete rewrite of function in question, but she has no time nor inclination to do that, and obviously, I cannot do that myself yet). Also another issue remaining is terribly repetitive (ergo boring) and disbalancing UFO grind mid-to-late game (one of earlier changes, that I have made to my mod, was increasing number of abduction mission to 5 per month (to apply pressure via panic early) and making UFOs on missions visible to player, so it would be possible to mitigate effect by taking out said UFOs. While early in-game this works as intended, starting from third month and later game becomes horrible grind of large scout UFOs (that are preceding abductions and are trivial to take down at this point in-game). That could be resolved be dynamic UFO selection on missions (here link to R&D thread: http://forums.nexusmods.com/index.php?/topic/1043023-r-d-dynamic-ufo-selection), along (not instead) with other changes (like changing UFO's and interceptor's characteristics or allowing overdamaged UFOs explode mid-flight). I have already incorporated lots of features into my mod (that can be found on this forum), and scheduled some more, but without those two issues resolved I cannot release my mod (which still has no official name). Here is short list of both: Anyway, I am asking any experienced coder for help with first issue. Here is link to wiki: http://wiki.tesnexus.com/index.php/Additional_Items_Mod_XCOM:EU_-_2012 (original mod), function in question: original decompiled code:, what it should look like: Edit: I decided to continue work on mod anyway (by adding features from wait list), but mod will not be released, until both stated above issues are not resolved.
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