Jump to content
Nibelung44

UFO doors kept open

Recommended Posts

Hi,

I believe it would be much better if the UFO bay doors (and perhaps all internal doors) once open stay the same. Because lets be honest, we do exploit that by opening, firing, closing, until no one move (at least for the main bay door).

Having it stay open would reduce that. So, how can I mod this feature? :)

Edited by Nibelung44

Share this post


Link to post
Share on other sites

There's no way to make the doors stay open once opened (except, of course, simply not closing the doors!). You can make them not auto-close, but that doesn't affect manual opening/closing at all.

(That said, I'm wondering whether it would be possible to block the UI when a door is open so it's simply not possible to click on an opened door. It's clunky, but it might work).

Share this post


Link to post
Share on other sites

Are you sure? I found a mod that keeps the internal and external UFO doors open. I'll have to try and find the links again.

Share this post


Link to post
Share on other sites

Sounds like it might be my mod for FitH which stops the doors auto-closing. Doesn't actually stop you manually closing the doors, though.

Share this post


Link to post
Share on other sites

Do you know whether it's only specific doors or whether its all of them? I've had a quick look in the spectres and can't see anything special about them, but there's a lot of different door types. Just knowing the facility types would be fine.

Share this post


Link to post
Share on other sites

Some doors could not be closed in previous versions because they had no sprite set for the open setting.

That meant there was nothing to hover over so no close button.

Share this post


Link to post
Share on other sites
Some doors could not be closed in previous versions because they had no sprite set for the open setting.

That meant there was nothing to hover over so no close button.

That's interesting. So if you put the door-frame images on adjacent tiles and had the door literally only be the door panel, you could make them uncloseable (and if you set them to auto-close then they'd still close at the beginning of the turn).

@TD: Not sure what you're asking. The properties of closed doors are it's 'default' state. Do you mean something else?

Share this post


Link to post
Share on other sites

Just tested it with the light scout door and it does work.

I just changed the image for the open state to be the transparent.png in the assets/tiles folder and the door cannot be manually closed but does close automatically at the end of the turn.

Might be worth removing the frame and putting it on a different object to place separately but it doesn't look too bad with that quick fix.

Share this post


Link to post
Share on other sites

I did something similar in M'nauts - the early UFO's have no (external) doors, which makes GC far more fluid and dangerous. That's by blanking out the door spectre and the image - otherwise the door cursor still appears. I had a play with various different methods (like the one above), and settled on this one, but it feels a bit too workaroundy.

Share this post


Link to post
Share on other sites

The door is still there and can be opened, it just can't be closed by the player, they just have to wait for it to close at the end of the turn.

Share this post


Link to post
Share on other sites
The door is still there and can be opened, it just can't be closed by the player, they just have to wait for it to close at the end of the turn.

That doesn't really achieve much though. Door spammer just doesn't have to spend TU's closing it, as the game does it for him.

Share this post


Link to post
Share on other sites

They can't close it until the game decides to do that though.

I believe it is at the start of the players next turn rather than before the aliens turn so the enemy get a nice set of free shots through an open door.

At the moment you can close the door as soon as you have finished shooting and the enemy needs to approach the door and open it themselves, leaving them with reduced time units to actually defend the ship.

I think that does achieve something over the current system.

Removing the door completely also achieves very little if you want to view it like that.

The player can fire into the UFO from any range without even needing to approach it.

What would you suggest to completely solve whatever issue you have?

Edited by Gauddlike

Share this post


Link to post
Share on other sites
They can't close it until the game decides to do that though.

I believe it is at the start of the players next turn rather than before the aliens turn so the enemy get a nice set of free shots through an open door.

At the moment you can close the door as soon as you have finished shooting and the enemy needs to approach the door and open it themselves, leaving them with reduced time units to actually defend the ship.

I think that does achieve something over the current system.

Removing the door completely also achieves very little if you want to view it like that.

The player can fire into the UFO from any range without even needing to approach it.

What would you suggest to completely solve whatever issue you have?

Issue: same as the OP....

I believe it would be much better if the UFO bay doors (and perhaps all internal doors) once open stay the same. Because lets be honest, we do exploit that by opening, firing, closing, until no one move (at least for the main bay door).

Having it stay open would reduce that. So, how can I mod this feature? :)

Suggestion to completely solve: make alien doors (ufo and alien base doors) open-able only once (i.e. they can't be closed)...just like the OP.

How to implement it: don't know...yet.

I disagree about removing the doors. I think it achieves a similar end product in that doors can't be closed, but it's a bit hacky - as there would be no doors in the first place. It's not a smooth fix, hopefully someone with better knowledge of sprites/map tiles can provide some insight. Removing the UFO bay doors makes a marked change in GC, I'd recommend giving it a go.

Share this post


Link to post
Share on other sites
Suggestion to completely solve: make alien doors (ufo and alien base doors) open-able only once (i.e. they can't be closed)...just like the OP.

How to implement it: don't know...yet.

That's really easy - just have the doors set not to auto-close (most don't).

Share this post


Link to post
Share on other sites

If you removed the image from the "open" state as discussed above *and* turned off the auto-close, you'd be left with a door that can only be opened once and remains open from then on.

Share this post


Link to post
Share on other sites

Yeah it is an easy fix once you have doors that cannot be manually closed.

At least there is some risk involved if they have to be opened.

Removing them completely just lead to me levelling the entrance from range without needing to approach the UFO.

Once you get past the very start of the game there isn't usually much in there to worry about saving.

If the modular UFOs with breachable walls work out then leaving the doors as they currently are wouldn't make much sense.

They would become the easiest and safest method of breaching the ship due to the open/close exploit while your freshly blasted doorway would remain open all of the time.

New UFO designs might also make ranged bombardment more costly or less effective as well.

It is a good time to be thinking about this.

Share this post


Link to post
Share on other sites
If you removed the image from the "open" state as discussed above *and* turned off the auto-close, you'd be left with a door that can only be opened once and remains open from then on.

Roger that. I hadn't tagged on what you said to what was earlier discussed, hence my confusion.

Does the cursor still appear though in this workaround? I haven't tried it yet.

Share this post


Link to post
Share on other sites
Yeah it is an easy fix once you have doors that cannot be manually closed.

At least there is some risk involved if they have to be opened.

Removing them completely just lead to me levelling the entrance from range without needing to approach the UFO.

Once you get past the very start of the game there isn't usually much in there to worry about saving.

I find it to be risky, but in a different way - the approach to the UFO can be hazardous, as the aliens can see (and therefore shoot). Which is far more risky than aliens not being able to see or shoot the 'nauts.

Share this post


Link to post
Share on other sites

I tried this in an earlier version so the AI was probably not really up to the task of providing that level of risk.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×