Playing with wheighted effects a littlebit, i thought it could be nice to haf some kind of WHEIGHT_MOD condition. Being either positive or negative it either adds the amount to the wheight when the effect is not triggered or reduces it when it is triggered down until it's 0 and doesn't trigger any longer.
That came up as i had 4 Ammunitions and 4 Crates. 3 had Wheight 4 while 1 had wheight 8 so the chances should be 20%/20%/20%/40% but out of 4 Crates came only the wheight 8 ammunition. So i thought if i could reduce the wheight of that last one by 2 everytime it spawns. Even if i had to use one crate 4 times instead of 4 crates 1 time.
That raises another question i'll put in the SpecialAbilities.xt thread.
Yes, that would be nice... I don't think it will be possible under the current system since condition data cannot be modified. In fact there is very little dynamic data found in the SA system at all. There was originally none, but then I managed to at least add trigger counts, round created, and last round triggered, which are pretty essential. The rest is all static data, including conditions.
Your idea is certainly a good one, though, to prevent the odd streak in the RNG from giving you uneven distributions. I can't see another way to effectively do that right now.
I think I'll return from the dead to request variable 'b'urst fire rates. Three per makes it a bit hard to get the feeling of a really dakka gun across ;P
I've changed my mind on waiting to do this. After skimming over my near-term to-do list implementing some of the very easy features and pushing most of the rest back, all that's left is this one which I was considering for R9. I'll put it in 8.6, which is probably going to be the last R8 release before moving on to bigger things.
You can specify any number of shots for burst fire on a per-weapon basis, and there will also be an additional setting called "salvo" which, if true, will fire all those shots simultaneously. For those especially weird weapons, the burst shot count can even be a random range (why not...).
Hm, i had a quick idea for the list 'ToDo sometime ... perhaps ':
Roadnavigation. Spawning entities on one side and let them move to the other side (or following the road to the end at the right/left side when there isn't an end at the opposing side of the map. Or even make it possible to change the behaviour.) So that the road gets traffic. Think of chasing Aliens alongside a highway or a stagecoach robbery.
Or make the road a river with boats moving along, which brings the question of bridges spawning. (Alternate road-areas with %-Chance of spawning instead of the original one) Curves without street crossing. Coastal lines (ok, now it somehow gets a bit too far. Though, it could be done by a 1x6 area with 'Edge=ALWAYS' ...) And 'corner adj' for corner adjacent placing of 2x2 or 3x3 areas..
Yep, fires all of #Shots at once, and only applies to burst mode. So a shotgun using that effect wouldn't use snap or aimed (since it would fire fewer bullets and be awkward). I wonder if it should be possible to use salvo with other modes as well...
Perhaps using Salvo=1 should use only 1 Ammo per shot independent of the number of bullets created. But i can see, that this is quite a big one. It's about the difference between projectiles per shot and numer of shots.
And talking about using #Shots on Aimed and Snapfire: You could make it that each mode get its own #shots, so it's possible to make it like: Aimed = 3 shots, Snap = 10 shots, Burst = 25 shots.
I was considering those possibilities when adding #Shots and salvo, since I think it generally makes more sense that burst should be the only mode that fires more than one bullet, simply because that's easier to understand. Any weapon that behaves otherwise would be quite the exception, and requiring the addition of yet more data just for those is maybe overkill. Either way, I put it on the list to reconsider when I redo the data format, and we'll see then.
To get a last thought on it, it's all about compromises. So #Shots for aimed and snapshot might be over the top, so that machinegun would only have a burstmode and no snapfire. But hey, burst is what it was made for.
That way we would be left with the Salvo setting, which could be seperated from the #Shots from the burstmode and get its own number of .. let's call it shrapnells or whatever. Those wouldn't count against the ammocount and also be used with snapfire. (No aimed so you could make a weapon that has a single projectile in aimed, a salvo in snap and x salvos in burst.)
Or we could ignore the said completely, remove the salvo from the weapon and put it on the ammunition. (So it would be dependant on the ammo if you get a salvo of x projectiles, or not)
As you can see, there is a lot of things to consider. So we have to pass some time to get all those possibilities together and find the best way to do it (or not).
Playing the original XCom i found that the game is missing support for 2x3-areas, as the terror- and the supplyship are 2x3, but i'm not 100% sure if we can squeeze them inte the same size (the problem with the walls, you know?).
You are correct, it will end up being impossible to make perfect replicas of the original UFOs and buildings (within the same area) due to the space taken up by walls. In most cases you wouldn't want to make the interior spaces smaller, rather make the object itself larger. For my next mod I'll be doing slightly larger UFOs myself, so I'll see how it goes. Not much we can do about that, though.
As for 2x3 areas, I'll definitely support that in the final map generator. Remember the current one will be *entirely* replaced later, and will allow for setups far more complex than the original. I imagine you'll be able to define blocks of pretty much any size and shape you want, so long as I can work up a system to get pieces fitting together properly. Once it comes time to make the editor, we'll put together a list of essential features.