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WIP - share the fun


Drakous79

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Feel free to post your work in progress here.

Is it something funny, troubling, exciting or just an announcement? We want to know!

 

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Bradford ponders me for playing with sell values instead of fighting aliens. This isn't going as planned, probably because of ConvertCashToString() function or me doing it wrong.

 

http://i.imgur.com/mn4no.jpg

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Almost done. Doubled and halved :) Integer works better than float. Even Bradford is more happy!

 

http://i.imgur.com/BhWmt.jpg

Edited by Drakous79
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  • 4 weeks later...

Posting this image as a reaction on what Jake Solomon said: "Modders are amazing. They say water will find a crack – modders will find anything. Anything you foolishly put in there four years ago or whatever…".

 

It's true :)

 

http://i.imgur.com/ZfIH4.jpg

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Posting this image as a reaction on what Jake Solomon said: "Modders are amazing. They say water will find a crack – modders will find anything. Anything you foolishly put in there four years ago or whatever…".

 

It's true :)

So, you can actually destroy an alien ship, rather than having it crash and recover it? How did you manage to do that ingame?

Edited by osito2dancer
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It's in XComStrategyGame.upk, class XGInterceptionEngagement, function UpdateEngagementResult(). Needs reworking all crafts and weapons to be working properly. Or scripting availability.

 

if(m_kInterception.m_kUFOTarget.m_iHP <= -10)
{
m_kInterception.m_eUFOResult = 2;
}

eUFOResult

1 = Crashed

2 = Destroyed

3 = Escaped

4 = Disengaged

Edited by Drakous79
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Nice job! Probably the first thing to do would be to set the required damage to -500 or so to conform to damage amounts done by weapons (which range from 300 to 1500 or so).

 

We'd also need to make sure accidentally blowing up the overseer isn't game-breaking.

 

I'm starting to think a full overhaul of the interceptor combat is in order. With the high hit percentages of XCom weapons, and no randomness in damage, I'm finding it's very deterministic overall -- utterly unlike the ground combat.

 

How's the gray market mod coming along?

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Wish we could script :)

 

Gray market needs tweaking of CanBeSold function using what twinj discovered about headers. Should be done soon. It has some strange updating behaviour though. Freshly engineered items do not appear on the list, until I sell something.

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Wish we could script :)

 

Gray market needs tweaking of CanBeSold function using what twinj discovered about headers. Should be done soon. It has some strange updating behaviour though. Freshly engineered items do not appear on the list, until I sell something.

 

Good luck.

 

More on interceptors -- the lack of any ability to randomize damage from ship weapons (only hit percentages) means you'd have to carefully set the "ship blew up" damage threshhold it only happened in limited cases; basically when a big weapon hits a small ship, or a small-damage weapon badly damages a bigger ship, and something larger finishes it off. Otherwise everything will never be shot down, only destroyed. Nice little enhancement to show up in late game, though.

 

I can't tell for sure, but it looks like they worked on multiple interceptors attacking at once, maybe? Look at "Interception Throwdown" -- but I guess it's never activated. Hard to tell.

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Hard to tell. But there is stuff like function CycleInterceptor() and function NextUFO() in XGInterceptionThrowdownUI. Maybe there was only HQ protecting entire Earth before devs decided to add continent hangars. It seems unfinished, as function UpdateThrowdown() is empty.
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