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Mikhail Ragulin

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Posts posted by Mikhail Ragulin

  1. I thought that might be the case. Although if the light scout doesn't have a power source, it means I'm getting phantom alloys from somewhere. I've done a couple of crashed LC's, and finished with 2 alloys, assuming they were from the power source (as damaged LC gives no alloys, power source gives 2). What are the props inside an LC? My guess is jukebox, big chair, and big alien hairdryer, but I could be wrong.

    That's a coincidence - I started thinking about your UFO crash sites mod. With more undamaged UFO missions, the idea behind the power core explosion is to give a stark difference between the two sites. I'll have a proper look sometime.

  2. The reasoning behind having alenium and not alloys in fighters & bombers is to try and keep it fitting with the other crashes...normal crash sites yield no alloys (apart from props, as long as they are kept intact during GC), so it's like all the alloys are unusable if the craft is shot down. Something lore-wise to do with the datacore disabling components in case of capture, via the magic of electrical impulses. Also the alenium the 'nauts use is low grade/pre-owned stuff, so that can be recovered even if it's in a bit of a state.

    Changing subject:

    As for power core explosions, the only things that are directly affected by power core explosions are the Power Core, Alenium Reactor and Fusion Reactor props (I don't think any of the others are, anyway), although you can add/remove that property from props as you like. (I don't recommend adding it, though, as you can't control the size of the explosion and there's a bug with fire in FoW which will result in aliens inside the UFO killing themselves).

    Are certain UFO types not affected by this? I've got it set to 100 (in gameconfig), but just did a downed light scout and all was intact (besides a few scratches on the bodywork). And then I thought about it, and reckon that I haven't seen a light scout with all the tell-tale signs of an explosion before.

  3. I do not know why I want to do this as alien weapons are rubbish for humans.

    I just have an issue that you can capture alien weapons but not keep them.

    Is there a way of doing this. I have set them to uncapped and also tried setting them to normal in items.xml but nothing seems to let them appear.

    Any ideas?

    Set them to unlimited.

  4. Don't know whether this matters, but I'm pretty sure your values for the Heavy Engine in the table above are wrong (for starters, they're down as being less than the Light Engine!). Might be wrong about this, but I seem to remember them being 1 alenium and 5 alloys.

    On the topic of your last post: I think someone (dpelectric?) recently posted some thoughts on the final build having played all the way through and said he felt there were too many resources, especially on the lower-level UFOs which reduced the need to assault the difficult ones late game. So I think there's a good case for cutting down resources, especially in view of what you're trying to do with the mod.

    Yeah, they're wrong in that table. It's 1 alenium and 5 alloys. Here's what I'll be trying out first:

    Cnxv6IA.png

    Damaged craft yield no resources...except for the props, so that means that care should be taken when breaching. Undamaged craft yield roughly one-third of the normal amount, plus what is in the props. Shot down fighters get alenium, no alloys.

    I've also raised the chance of landings. I'm pretty sure only research missions do landings, with a 10% chance. I'll up that to 50 and go from there. There's an 80% chance of a research mission being spawned per wave. So roughly, there's a chance of getting an undamaged craft once a fortnight...as long as it spawns in radar range. It might be too low, and I might have to up the landing % to maybe 75. In theory, it should also freshen up the air war...charlie will need escorting if he's going out after a landed craft.

  5. There's clearly a big difference between crashed and landed. Perhaps you might need to make alloy/alenium costs for good a little higher, so say several of one item could be made from goods stockpiled previously. I remember in original flavour Xcom that the only way to keep the supply of E-115 as usable levels was to raid landed UFOs.

    Aye, it's a surprisingly big difference. Add on the props as well, and there's a veritable shitload of goodies. I've just done a landed light scout, and picked up 8 alloys. 6 for the ship, and 2 for the power source. That's a lot of alloys for not much work. I'll be changing that. Half values are probably a good starting point.

  6. @Mikhail: I did actually try that (well, I set it to 0.01, anyway) and on that test the aliens fired merrily. But when I set it back to check with the same alien type (Caesans) they were firing fine anyway (for clarity, this was on an entirely new game as I think the aiprops data is saved with ground combat and possibly even the UFO/crash site).

    What's especially ironic is that Androns seem to be the worst culprit for this kind of behaviour, and when I was checking their stats they actually seem to have the highest accuracy (the higher ranking ones have 65, while Caesans seem to cap at 55). so if anything, Androns should be the least likely to not fire out of all of the common races, if minimum fire chance is indeed the cause.

    I really want it to be the minimum fire chance, of course, because that's a relatively easy fix. But my testing doesn't seem 100% in accordance with this (though this might be my testing at fault!).

    As for shuffling: yes, you're right. But the fact that they're shuffling at all is the problem. It seems like the AI is coded to always make use of x% of its TUs when it's not shooting at things, which is a massive waste for aliens inside the UFO. Especially when they're using those TUs simply to wander backwards and forwards across the same two tiles!

    A flat 0 would remove doubt, either way. Even at 0.01, there's a chance that with all the cover props inside a UFO, and the funky LOS instances where one side can see the other but the other has not hit %, that a shot will still not qualify to be taken. 0 should remove all that as variables and allow it to be seen if min hit chance is the problem - then the ET's will fire if they have a unit in sight, regardless of LOS and cover.

    The shuffling, bless 'em, is best illustrated on your video, where the two sebs, as if on a merry-go-round, head for the same tiles each time as soon as the other is vacated - which suggests the weighting for the preference tiles in the UFO could be over-riding everything else.

  7. I count five words... ;)

    He's suckered you in with that one. Only the randomly capitalised ones apply.

    It's possibly related to minimum hit chance?

    I'm getting inconsistent results testing. Much of the time, it seems more or less fine and when I leave soldiers out in the open, they get shot at as expected. But put my guys behind cover and sometimes (though not always!) the AI can't cope and just wanders around. Other times, however, it decides it wants to advance to attack me. It's strange.

    Without having played around with it, I've been under the impression that the min hit chance is theoretically the problem. Try with it set to 0. Here's why. Lots of cover and props in the interior of a UFO. Even if a unit is not directly behind cover, there's a good chance that there'll be at least one piece of cover in any LOS. Throw in the obscure LOS system - picture one of those scenes where one thinks "well, he can shoot me, but not me him" - and switch it around. By setting it to 0, technically the ET would shoot if a naut was in the LOS, which then might put an end to the shuffling.

    However, I suspect the shuffling has also got a lot to do with certain points in the UFO, as the shuffling follows a distinct pattern - it's always the same tiles they head for.

  8. Thanks. There's not much resources in the props anyway, some have none. I'm putting it all into an excel file, here's the vanilla numbers:

    Ship/Prop	Alenium	AlloysLight Scout	0	6Damaged	       0	0Scout 	       4	14Damaged	       0	3Corvette	6	20Damaged	       1	4Landingship	10	30Damaged	       2	5Cruiser	     14	      34Damaged	       2	6Battleship	24	60Damaged	       4	10Reactor	       2	3Anti-grav	0	0Fusion	       4	6Hyper	        0	0Singularity	0	0Power Source	1	2H Engine	0	1L Engine	0	2Beam	        0	1Torpedo	       1	0Fighter	       0	2H Fighter	1	4Bomber	       2	6S Cruiser	3	10Interceptor	2	6

    Obviously, it's much easier to read when it's all lined up.

  9. I'll probably go for datacore. I can then excuse my laziness by hamming something up for the xenopedia..."the datacore is intrinsically linked to the chassis of the UFO, and unfortunately commander, if the datacore is damaged or destroyed it appears to send out an impulse that renders other components useless, meaning we cannot salvage valuable materials from the UFO". Job done.

  10. Link

    I've packaged it such that all the spectres are in the right place.

    you can edit these in the submap editor, but it might be quicker just to edit them as an xml files like you would any other. The values for alenium and alloys are right at the end of the "default" line. Changing the values will change how much they give.

    Something to bear in mind: the props (e.g. engines, reactors etc.) are used in *both* crashed and landed UFOs. So if you change the resources on any of those, it will affect both types (and they're shared between UFO types too). The datacore spectres in each of the UFO folders are separate for crashed and landed (the "damaged" one is used for crashes) so that will be the easiest way to set the difference between crashed and landed UFOs.

    If you want to remove tech items from crashed but not landed UFOs, that's going to be more complicated as you'll have to create new submaps for the crashed UFOs. But this will at least allow you to do the other resources very easily.

    Thanks, I'll have a play with those.

    On first viewing, it looks like the easiest way would be to do it via the datacore spectres. With the prop spectres, what determines if they are damaged/destroyed/default...is it ground combat damage, AC damage, or all under the umbrella of "power core explosion"?

  11. All the resource drops for UFOs are set in the submap editor.

    If you want, I can direct you to the props which have resources (it's actually not that many).

    Alternatively, if you tell me what you want the numbers to be like, I could probably do it for you. It wouldn't take me very long as I know where everything is.

    EDIT: Just remembered, but you'd need to download/unpack the map tiles as well. If nothing else, I can pick out and send the spectres to you to save you the trouble of having to find them.

    If you gave me the spectres, is that all I would need?

  12. In regards to nerfing alenium/alloys from crashsites, correct me if I'm wrong, but this can't be done. Directly.

    A way round that would be to set the power core to blow on every crash site (or the vast majority), which I assume would kill the alenium...but maybe not the alloys?

  13. I must say, I've been playing with this, minus some tweaks of my own, and the idea of diversifying the light and heavy MG's is very nice. Previously I've not really brought the Heavy MG's to bear much outside of terror missions. These light LMG's will see awesome use during the larger UFO's and alien bases, where we have shorter ranges, but still need more firepower than the SMG's bring to the front.

    that and browning made an awesome automatic rifleman.

    Yeah, there's a lot of threads about mg's and how they should work (if one goes back through the forum pages), be it five or ten round bursts. I guess no one really bothered with the idea of having two mg's yet (apart from smg's). Having the vanilla mg's (like our gpmg's) bursting more than once per turn would make them overpowered...they nail nearly everything they shoot at, so doing that twice per turn would be overkill. But a slightly less powerful one seems to work.

    I've also reduced the suppression radius for the standard mg's (2 radius instead of 4), which gets rid of the supress everything on the map effect. The LMG's have slightly less suppression (90 compared to 120, with a radius of 2) as they can fire twice per turn, and both have lower accuracy (gpmg's 15% for 10 bullets, lmg's 20% for 5). It seems to be working out nicely.

  14. From a modding standpoint, the first thought off the top of my head would be to re-enable ticker increments while the ufo is present on the geoscape. The imperative to get the UFO becomes the same as getting an alien base - you have to get it before it brings the thunder down.

    How would the ticker work in such a circumstance...would it just increase the ticker, or would it provide the -$2000 funding hits, like a base does?

  15. Is that a thing? I mean, holding off assaulting a crash site until daybreak? Didn't realise that - I'd actually preferred night missions becau-- wait, is your avatar wearing an Energy Dome??

    Are we not men? WE ARE XENO.

    I'll have to look at ways to get the Devo Corporate Theme music playing at some point in the game. Maybe when the funding screen appears.

    Just a thought on this. Rather than reducing air strike values, how about increasing the resource costs of manufactured items?

    The lost of airstrike money probably wouldn't be all that much and could be countered by playing leaner. On the other hand, increasing resource costs means that, if you want to build all the things you want to, you literally have no choice but to do more missions. Furthermore, it incentives going after landed UFOs (due to their high resource yield) which also helps encourage night missions as you have much less control over when they're available (you could possibly combine this with a slightly higher chance of getting landings? Or more missions resulting in landings?)

    Again, it's not ideal and there's almost certainly ways the player could work around it. But I thought it worth mentioning anyway.

    You might be onto something there. Perhaps crashed UFO's = cash, in that they just give money for the weapons captured, and none of the resources (because they're unrecoverable). And landed UFO's is where the resources, and cash, are. I think that sounds pretty good, combined with a higher chance of landing.

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