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Gauddlike

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Everything posted by Gauddlike

  1. You can delete attachments through your settings page. Click settings at the top of this page, click attachments in the left hand menu, select the one you want rid of from the list and then hit the 'delete selected' button at the bottom.
  2. Good point. But it largely depends on the numbers. I wasn't thinking opening should be as costly as to make a significant difference in reaction fire scores. Apologies, I misread the original post where you mentioned increased costs for closing a door on top of the increase for opening it. I read it as a very high amount of TU for all door actions.
  3. Anything below 100% accuracy leaves you with a chance of missing and damaging the vehicle. That would only be the case if the chance of hitting any prop in the line of fire is also ignored so your highly accurate shot isn't stopped by trying to fire through a keyhole across the street. You should be able to mod this yourself quite easily to try it though. Reduce tank weapons from 20 range to 10 and boost tank accuracy from 60 to 70 and work on balance from there. You might lose suppression but should gain more accuracy up close.
  4. Just need to locate it in your user/documents/xenonauts folder and then use the attachment feature of the forum to upload it. To add an attachment go to advanced when creating a new forum post, the button is at the bottom of the text pane.
  5. Some more information would be useful. What version are you playing, do you have any mods installed etc.
  6. I don't really mind the suggested change but I also don't mind the current system. I don't use door spamming so it isn't an issue to me and I don't really care if someone else wants to abuse the system in a single player game, it has no effect on me. It could make for some interesting situations though and promote a bit more thought around what is supposed to be one of the more dangerous moments in any map involving an assault so I say go for it. I have a few questions: 1) Will the reaction fire trigger just be on the person who opens the door? The last time something similar was suggested the basic idea as for a check on everyone in sight (if I recall correctly) which I feel is a bad idea. 2) and 3) If opening a large door costs a significantly higher proportion of the soldiers TU doesn't that mean large doors will already have a higher chance to cause the player to suffer reaction fire, due to the larger decrease in their initiative score? Isn't the extra penalty for the person opening the door a little redundant? 4) I like the auto closing doors and I think with a reaction fire system it would actually make breaching potentially more dangerous. Doors should definitely not close at the end of the player turn though, only the alien turn. The player should have to live with their choice to open the door and potentially give all the aliens a free shot in their own turn before having to open it again in their own turn before they can return fire. As an aside I would quite like to see suppression removed faster from aliens when there are no player troops in sight and they cannot be seen in return. Close the UFO door at the end of your turn and the aliens know they are now in very little danger so lose their suppressed status, suddenly you are facing aliens with full TU in their next turn because you chose to remove the immediate threat and they can mobilise to prepare or retaliate. If this happened alongside reaction from door opening it would be a much more dangerous proposition.
  7. Well technically it wouldn't be unique as TFTD has already done it... A new version could be interesting though. A lot more work would be needed than a TFTD style reskin. For example allowing wetsuits at certain depths but enforcing hard suits or remote submersibles at greater depths, rather than just having people walking around on slightly green backdrops.
  8. It should be taken into consideration then discarded. Realism doesn't always equal good gameplay and I am not even convinced about the realism part. If tanks can hit any human sized target regardless of cover or range they are instant kills on most enemies unless you make their damage pitiful, there is no risk only reward. Surely the advanced alien vehicles have similar abilities? Would you enjoy your soldiers getting insta-gibbed by enemy vehicles? What about the computer controlled Androns? Surely they should also share these advanced fire control systems and rarely/never miss? Some of the aliens have helmets with advanced targeting systems so they should also have little chance of missing your soldiers. Even the advanced human armours can have assisted targeting as they have advanced computer systems. Tracking and hitting an aircraft in the open using radar is relatively easy compared to hitting a human sized target dodging around between cover I would think. It certainly makes for a more balanced game.
  9. Link it to daytime missions. If you want to avoid camping Reapers you have to risk a night mission where they are more active
  10. Length of animation in milliseconds divided by number of frames? Or length in seconds divided by number of frames multiplied by 1000.
  11. Yes, that was why I mentioned that in my post
  12. That is quite possible. The AI settings for maximum range and so on may be overwritten by the weapon range. Or it is possible that the accuracy falloff and threshold is enough to make that an uncommon occurrence. Either way as long as it works then nothing else really matters
  13. I don't mind a small chance of surviving, just adds to the soldiers story, something he can tell the others back at base The next concern is does the zombify ability work at all with a ranged attack or is it going to be hard coded like the vanilla medkit? I don't have a save to test that. *edit* Just tried the rifle set to 500% accuracy and range of 1 with no short range bonus. It does give 95% chance to hit on all adjacent tiles, including diagonals, with pretty much 0% beyond that. Being behind cover doesn't seem to reduce that hit chance either so a threshold of 94% should prevent any attempt to fire outside of melee range.
  14. The 0% chance to hit would only prevent the alien from firing because it is below the threshold. It is basically the same as having 50% chance to hit with a 51% threshold. The alien AI checks chance to hit against threshold and if it is below then doesn't fire. Of course that would be different if we were talking about a player controlled weapon as they could still choose to fire no matter how low the chance to hit is unless it was locked out by the 0% mechanic. Setting a ballistic assault rifle to 45 accuracy and 1 range and giving it to a soldier with 43 accuracy still allows him to shoot out to 3-4 tiles before getting down to 0% chance to hit. Removing the short range bonus leaves him just barely able to fire two tiles but only gives a 19% chance to hit the enemy stood on the tile next to him. Reducing accuracy further may bring him down to only being able to attack adjacent tiles but may also bring his hit chance down to around 15%. That seems like a massive nerf to melee, especially for aliens who have no other form of attack. The alternative seems better to me for alien weapons. Keep accuracy of the attack high but also increase the threshold so they will not attack outside of the adjacent tile. *edit* Setting the rifle range to 1 also showed an interesting issue where diagonal attacks have a much lower chance to hit due to those tile apparently being classed as over 1 tile away. The difference was quite large, 95% hit chance to the cardinal directions but only 75% chance on the diagonals. Increasing the range to 2 tiles made it 79% and 74% respectively. That would allow a threshold of 72% to block shots over 1 tile in all directions.
  15. Well if it works then that's all that matters to be fair. The frametime looks to be milliseconds to me but I think all of the GH animations use frametime 50 anyway so I doubt it matters if it is not exact.
  16. Yes you have to make it different and better but without changing anything.
  17. Do you calculate it or guess? I believe frametime units are milliseconds so an animation with 20 frames would take one second to display with a frametime of 50 which sounds about right for the kneeling animations. All you need to know is the duration of your animation divided by how many frames you have to get your new frametime. Of course I could be wrong on the milliseconds...
  18. If you have more frames but the animation is supposed to take roughly the same amount of real time to display then that could make it look jerky if you kept the original frametime. For example the original animation is supposed to take 10 seconds and has 10 frames so each should be displayed for 1 second. If your animation is also supposed to take 10 seconds but has 20 frames then each frame should only be seen for 0.5 of a second. Displaying each one for 1 second would make it appear jumpier because each frame is being displayed for too much time, even though when set correctly it would be a much smoother animation.
  19. Can the short range bonus be turned off for individual weapons/aliens or would it be global? The hit chance doesn't need to be reduced to zero, just below the threshold of the alien AI. The default is 35% I think but could be set individually. For example Reapers could have 40 accuracy, plus 30% short range bonus and have their minimum shot accuracy be set at 65%. If that was the case they would never be able to fire unless at point blank range but would still have a reasonable chance to hit when they did attack... Well that's the theory.
  20. Wouldn't that also allow them to attack from a few tiles away though? The range of one tile would just be where accuracy starts to decline so I would have thought with the short range accuracy bonus they would have the opportunity to hit from two or three tiles on occasion. Reapers currently have 200 accuracy and also don't have an individual minimum accuracy defined in aiprops because they don't have to worry about trying to decide if a ranged attack will be a good use of TU. That could change with the addition of range to the claws. I would guess their accuracy would need to take into account the short range bonus or even have a high minimum accuracy set so they do not even consider firing from range.
  21. Did you try removing the padding frames from a GH animation just to see how if that makes it jumpy in the same way? No real reason to do it I guess except curiosity.
  22. The Alien Plasma Rifle has a range of 30 tiles which is where accuracy starts to drop off, same as your own rifles. Enemies decide if they can take a shot based on the hit chance and if they can actually see your soldier. Ceasans have a max engagement range of 25 tiles though so your soldier couldn't have been outside of that range or they would not have fired. I would also assume that they must have been just inside the 18 tile range and probably in the open for that shot to have been picked as the best option at the time but without being in that situation it is just an assumption. If your soldier was outside of 18 tiles without being seen by another alien, or outside of 25 tiles even if they were spotted by another, then it could well have been a bug.
  23. The bayonet is jammed in the trigger so you don't have to bother holding it down yourself. How do you like your enemies, rare or well done? You know I thought this was a troll thread but then realised it couldn't possibly be. We all know trolls don't traditionally do well around fire.
  24. It could also work the other way and allow you to (almost) always have an alien at a designated point if you wanted to, for example manning a guard station. The option is the useful part
  25. If only your own troops are negatively affected by the darkness then there isn't much of a choice to make there. Don't destroy the power core until there is absolutely no other option or you have to fight blind against aliens who know the layout of the base and can see you before you can see them. It might make more sense if the aliens could choose to turn off or self destruct the power source and you actually had to try to keep the lights on. The missions could play out very differently if sometimes you managed to get to the core so had a nice bright map while other times the aliens got there first and you had to creep through the darkness.
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