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Post by Kyzrati on Apr 28, 2013 1:42:34 GMT -5
Reaction mechanics are 100% from X-COM, which is why aliens who have done nothing on their turn are pretty deadly in an ambush. If your soldier's reaction skill is high enough, then unless you have nearly run out of TU by the time you're spotted, it's unlikely an alien will get to fire that many shots.
Looked at that way, this can be seen as a strategy issue rather than one of balance--never rush into a new area without a lot of TU to deal with whatever might be there. I don't get shot at with three bursts. Maybe two if I'm stretching it or it's an emergency, but never three.
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Post by 10101 on Apr 28, 2013 2:18:08 GMT -5
Wasn't aware that my own reaction affects that of the alien. But the Terrormission brought that up when you try to leave the skyranger while it is surrounded by 3 Sectopods. (But ok, that's somewhat more of an spawning issue ) Tracked tanks have really low reactions, that'll provoke that issue.
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Post by Kyzrati on Apr 28, 2013 2:24:14 GMT -5
Your own reactions play a large role in what you can get away with, as does how much time you have remaining. Quite a nice system, I think; check out the formulas on UFOpaedia.org.
I believe they dumbed down tank reactions on purpose since they could be too powerful otherwise.
3 sectopods waiting for you near the landing zone is just asking for an F10...
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Post by 10101 on Apr 28, 2013 4:30:33 GMT -5
Perhaps i should give those people some smokegrenades...
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Post by Kyzrati on Apr 28, 2013 6:12:03 GMT -5
You know, I was about to suggest exactly that in my last post, but didn't want to seem as if I was preaching about strategy. It's a fairly common tactic to immediately smoke the area outside your craft because there can be aliens waiting in ambush with full TU.
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Post by 10101 on Apr 28, 2013 6:46:49 GMT -5
I may be slow but even though teachable.
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Post by 10101 on Jun 30, 2013 6:44:45 GMT -5
I'm very curious about testing that new UI with my mods.
Is there also some hint whether a grenade in the inventoryscreen is primed or not? Silly as i am, i sometimes forget if i had primed an grenade before or not (wasting TUs priming it a second time).
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Post by Kyzrati on Jun 30, 2013 6:58:30 GMT -5
Some of the changes are available in the private release now available in a new thread on the private board. Doesn't include the latest ones, though: explosion radius and priming console, and you'd have to make a couple little updates to your .xt files.
There isn't currently a way to know whether a grenade in inventory is primed, because that would (most conveniently) be found in the HUD, which I haven't replaced yet. That's going to be a pretty big project, and I still haven't even finished planning it. The HUD's going to need a *lot* of information packed in there.
I suppose adding a prime indicator to the inventory console is a good idea, too. It could be shown instead of the ammo indicator since they're pretty much mutually exclusive. Added that to my to-do list.
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Post by 10101 on Jul 18, 2013 8:29:44 GMT -5
Seems like a little problem that there is no reasonable way to create something like a ceiling light. :/
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Post by Kyzrati on Jul 18, 2013 8:39:12 GMT -5
Hm, interesting concept. No matter how much stuff is in there I can always count on 10101 to find more problems to solve or features missing ;p
Overall I think it's quite rare to have things attached to a ceiling, the most common being a light and/or fan, so I never really considered the option of having a prop attached to the ceiling rather than sitting on the floor. I suppose it wouldn't be too difficult to have a setting that determines whether the prop is on the floor or ceiling, so if the ceiling goes the light would "fall" one level and smash. I'll think about that one. Currently the closest you could come is to just call it a ceiling light, make it *not* block movement, and stick it in the middle of the room. The only difference in that case is that it wouldn't fall if the ceiling were broken, *but* if the ceiling is going to produce rubble (like they generally do) it would smash the light when it falls anyway!
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Post by 10101 on Jul 23, 2013 13:03:00 GMT -5
Is there a possibility to connect a door to another one, so one opens, when the other is opened?
Or how would i create a gate that is as high as 2 levels?
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Post by Kyzrati on Jul 23, 2013 17:50:17 GMT -5
Ah, good point, I hadn't considered multiple z-levels for larger doors yet. Right now as I assume you've noticed, identical doors placed in a row will always open together, like the garage doors, hangar doors, and larger UFO doors. While I hadn't thought about making tall doors, they're probably a good idea so I'll have to look into expanding the door link detection. (Right now not much is happening and my responses won't necessarily come in a timely manner since my coding laptop fan died and it's still not repaired--running my cores up to 100 degrees was... not cool.)
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Post by 10101 on Jul 24, 2013 0:20:33 GMT -5
External fans help both of you. You and your laptop, but not when the internal fan is dead.
Linking doors between levels is more difficult, because often enough there are doors that shouldn't open together. So there has to be something like a check if there is a cell present in the upper level and the link only works if not.
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Post by Kyzrati on Jul 24, 2013 16:52:05 GMT -5
Yep, that's what I jotted down in my notes for later--check for doors above, but only if there is no floor in the way. That should work, though I'll have to also check the falling code and make sure the upper doors won't tumble down due to lack of support. It should work out okay.
About the fan, for one day I had to turn on the air conditioning all day at about 22 degrees, at which point I was pretty damn cold myself, but the core I still had to dial down to 40% capacity just to keep it below 80 degrees. Not very useful to have a laptop without it's only internal fan running!
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Post by Aves Dominari on Aug 15, 2013 17:37:57 GMT -5
I'm trying to tie a pair of special abilities to a weapon equipped to a Wpn Module; both are triggered by 'u'sing it, but I am helpfully informed by the game that my tank isn't allowed to manipulate items. I've looked at the Inventory and Bodypart sections and toggled all the options there, but don't see anything about manipulating. My working theory is that it's hardcoded behavior for natural weapons, but I figured I'd ask you if there's a way around it first.
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