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Kabill's Community Code Thread


kabill

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Update 27/05/2015: As of this date I've more or less stopped modding work on Xenonauts. I'm leaving all this here in case it's useful material for others and/or in case I come back at some point, however.

--

I think my grace period is probably over at this point, so: I've joined the community code team.

I'm intending to use this thread as a place to keep a work list and as a space for people to make suggestions for development. There are rules:

- If you want to make a suggestion, please do it here and not via PM. It will be easier for me to manage suggestions here than having to dig though my inbox trying to find and keep track of them.

- Suggestions may be related to general game-play or for the purposes of modding. I am willing to hear ideas for bespoke features related to a mod but keep in mind the caveats below.

- Do not post bug reports here. Please post them in the bug-report subforum instead and I will add them to the list if and when I pick them up

- Stay on topic. In particular, I would ask that all discussion of a proposed feature happen outside this thread rather than in it so as to avoid clutter. If there is something I want to implement but want feedback on how best to do it, I will open up a new thread, or will discuss via PM if it is a bespoke feature.

There are also caveats:

- This is important: I am not a programmer. I learned the basics of coding in C++ years ago writing scripts for Neverwinter Nights and more recently built upon this using an online tutorial. The implication of this is that I'm not very good. In fairness, the last week has taught me that I'm better than I thought I would be; working on an existing, functional codebase is much easier than developing something from scratch. Nevertheless, my ability to implement new features is heavily limited and there will be many things that are simply beyond my competence to do.

- In any case, I make no promises to implement anything suggested here and I will decide my own work order. Modding is fun; I intend to keep it that way!

I'm going to divide the work list into four: work I have completed and is ready for the next release of XCE; work I intend to do and have judged myself capable; work I would like to do but need to see if it is feasible; and things that I would like to do but cannot do myself. I will update the OP with suggestions from the thread that meet any of these criteria; if I don't intend to work on something I will reply to the suggestion directly.

Work Done:

- NEW FEATURE*: Added toggle to allow suppression to grant bravery advancement points

- NEW FEATURE*: Change throwing accuracy calculation to take account of soldier accuracy and range

- NEW FEATURE*: Added toggle to allow suppression beyond weapon effective range at reduced effect

- NEW FEATURE*: Grenade accuracy modified by weapon accuracy property

- NEW FEATURE*: Allow a proportion of regular damage to also count as stun damage (needs testing)

- NEW FEATURE*: Manufacturing screen now displays stored resources in the 'requirements' entry alongside the resources needed per unit

- MODDING*: Add toggle to allow armour to reduce suppression damage by a proportion rather than by subtraction

- MODDING*: Externalised power core explosion size and fire chance (FitH will finally work!)

- MODDING*: Externalised bravery bonus granted by medals

- MODDING*: Externalised initial base buildings

- MODDING*: Add toggle to use escort chance from AM_* files rather than hard-coded vanilla system (needs testing)

- MODDING*: Externalise variable for max number of alien bases (needs testing)

- MODDING: Add function for changing UFO mission chances over time and for varying mission chances within waves

- MODDING*: Reactivated missing manufacturing categories for modding and made some UI tweaks to support this

- MODDING: Add function for chaning UFO crew lists over time and for setting the probability of different crew lists being selected within each band

- BUGFIX*: Missed grenades now scatter

- BUGFIX*: Corrected formula for calculating strength advancement so that it works as described in gameconfig.xml rather than requiring high STR soldier to be overloaded to gain strength

- BUGFIX*: Make Praetors act normally during missions which aren't the final mission (needs testing)

- BUGFIX*: alienWavePeriodMultiplier now reduces rather than increases the time between waves as described in gameconfig.xml

- BUGFIX*: Supply missions can now actually increase alien base size when completed when using individual base growth feature

- BUGFIX*: Overkill damage feature now works (after wasting far more hours than were needed on it)

Active Worklist:

- BUGFIX: Fire and smoke in FoW no longer continues to damage AI units until seen by player after it has dissipated (observations suggest this hasn't worked; need to test properly though)

- Add feature to allow weapons to cause damage over time (need to look at this properly but looks feasible from a quick glance)

- Work through some issues with morale (e.g. max morale value from leadership, bonuses from kills, etc.)

- Externalise font colours for modding

- ANOTHER SECRET PROJECT

Pending Worklist:

- Add support for vehicle secondary weapons (might be too difficult)

- Re-implement hypervelocity weapons (looks simple in theory but must be more complex than it looks)

- Externalise landing chance variable (already being read, just not used with certain missions)

- Fix various bugs with loot system at the end of the mission: limited ammo multiplying and alien grenades/ammo not recovering (had a look at this before and can't find the problem but could dedicate more time to this)

- Add support for environment damage (i.e. smoke) to do AP and Morale damage like weapons

- Allow the inclusion of new UFO types on ground missions (probably too difficult but worth looking at)

- Load more statistics for Xenopedia entries (probably easy technically speaking but likely to cause version compatibility issues so probably not worth the cost)

- Stop aliens shooting at stunned units

- Make shields work with AI units

- Separate aircraft weapons and ammunition

- Externalise font colour values

- Add toggle to make terror/base attack missions more aggressive

- Look at implementing 'status effect' features (e.g. slow, no move, no fire, reduced accuracy, etc.)

- Rewrite the entire mission-creation code to stop it from having to open and read the entirety of the alien mission files *every single god damn time a UFO spawns*! (Actually probably beyond my ability)

- Try and find out why ufocontents files aren't merging correctly/but together a useful bug report for it.

- Investigate proximity weapons.

- Investigate adding callsign fuctionality.

- Add toggle to allow an alternative system of capping soldier stats (multiple of the soldier's starting value)

- Allow medals to provide different stat bonuses.

- Grenade launchers?

- Some kind of random factor regarding research (maybe)

- Building requirements for items (e.g. alien containment), manufacturing and research

- Improved store screen with support for limited item storage and buying items

- Hangars of various sizes

- Bleeding alien units (maybe combine this with damage over time?)

- Investigate flamethrowers/unusually shaped AoE (probably too difficult, but maybe)

- Feature on weapon which damages armour

- Make the 'roof on' option not hide roofs if there is a unit on top of the roof

- Shot TU assistance on move preview (maybe)

- Allow unarmed/partially re-armed planes to take off

- In-flight air squadron management (maybe)

- Toggle to turn off alien base detection from aircraft

- Sort out research UFO spawn duration

- More moddable stat growth

- Auto-airstrike on mission failure

- Lock alien base layout/race type

- Multiple burst modes

- Add UFO armour functionality

- Allow superheavy weapons to not auto-kill

- Toggle to allow more fine-grained suppression

- Exertnalise suppression TU damage both on turn suppressed and subsequent turn.

- Allow double-clicking in soldier inventory to drop/stow equipment in GC.

- Fix possible bug with apDamage variable not working properly.

- Add in moddable rank structure.

- ANOTHER ANOTHER SECRET PROJECT (almost certainly too difficult but I'll keep dreaming)

Shelved:

- Add support for multiple ammo types on the same weapon - it was easy to load additional ammo types into the game but UI design has proven problematic so this is unlikely to happen.

Edited by kabill
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I hail you my friend... and you won the kiss.. I asked somethings at CE forums so i can add a list here..

- Second Weapon to vehicles: It was working at beta as ppl told me, so this is very important and easy to revive i think.. I would love to have vehicles with both machine gun and cannon..

- Ammo and grenade looting: You know it, i am happy its at your to-do list.

- Multiammo for weapons: I think this games ammo coding didn't finished at all, so its only works for base game. So improving this will open a new era for modders.

- Statistic Info at Xenopedia: You know the topic already, and i think its so easy to do, just input/output should be corrected.

- Aliens fire to stunned humans: aliens attacks stunned soldiers or civilians non stop..

- Ghosts after died with smoke or fire: When your soldiers go in to fire or a damage cloud and dies, they continue to play at the end of that turn. They dies when you end turn. Some ppl reported same thing about aliens at their turn..

- Normal and Stun Damage : You need to make stun damage to stun an alien full health even the alien already harmed bu normal weapons. I mean if an alien got 100 hp and u shoot it to to 1 hp, u still need to give 100 stun dmg to stun him..

- Second weapon as shield to aliens: Do you remember that i tried and reported as "working" before. Its not working always.. there is some strange randomness about this.. maybe you can detect what is wrong..

- Separating missiles and launchers at aircraft weapons: Original X-Com style.. make launcher and manufacture missile torpedo for it.

Those are what i remembered. I am always ready ay kind of help if you need me.. i don't know how but just i am at your back!

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Two requests: externalise the default hard coded font colors (yellow, green red) and I might be able to finish the Oppressive UI mod someday! ;) Solver began sorting this last year but didn't finish his work before leaving.

Also, could you find a way to make the base attack ufos to be more of a threat? (maybe always escorted and with tougher than normal escorts, faster flight path to base, additional air superiority mission spawn at the same time and location, something?)

Edited by Skitso
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- Statistic Info at Xenopedia: You know the topic already, and i think its so easy to do, just input/output should be corrected.

I think this should be easy to do - in theory the code is already in game and it's just that there's no input from the weapons.xml file being loaded. However, there's an important cost - the weapons.xml file used XCE would be incompatible with the vanilla weapons.xml file (as well as the reverse) which will force any mods using that file to have separate branches for XCE and vanilla if they are to be compatible with both. With that in mind, I'm not sure whether this is something that should be implemented as I think this would be too much of an inconvenience relative to the benefits.

- Aliens fire to stunned humans: aliens attacks stunned soldiers or civilians non stop..

I'll add it to the list.

- Ghosts after died with smoke or fire: When your soldiers go in to fire or a damage cloud and dies, they continue to play at the end of that turn. They dies when you end turn. Some ppl reported same thing about aliens at their turn..

I've noticed this a lot too; I'll add it to the list.

- Normal and Stun Damage : You need to make stun damage to stun an alien full health even the alien already harmed bu normal weapons. I mean if an alien got 100 hp and u shoot it to to 1 hp, u still need to give 100 stun dmg to stun him..

There was discussion about this a while ago and I actually thought it worked the other way around. In any case, I suspect it should be possible to introduce it as a toggle option for modders. I'll add it to the list.

- Second weapon as shield to aliens: Do you remember that i tried and reported as "working" before. Its not working always.. there is some strange randomness about this.. maybe you can detect what is wrong..

I'll have a look but I suspect this might take too much effort to pin down.

- Separating missiles and launchers at aircraft weapons: Original X-Com style.. make launcher and manufacture missile torpedo for it.

Might be a lot of work but I'll add it to the list to have a look at.

Two requests: externalise the default hard coded font colors (yellow, green red) and I might be able to finish the Oppressive UI mod someday! Solver began sorting this last year but didn't finish his work before leaving.

Should be easy to do aside from pinning down where the colours are called in the codebase. I'll have a look.

Also, could you find a way to make the base attack ufos to be more of a threat? (maybe always escorted and with tougher than normal escorts, faster flight path to base, additional air superiority mission spawn at the same time and location, something?)

Some of this could be done if I can externalise some more of the alien mission variables (as things like escort chance could be controlled via a mod). I've had a little look at alien mission things and it would probably be possible to add a toggle for making base attack (and also terror missions?) more aggressive in heading for their objective. Having certain missions spawn more frequently with others probably wouldn't be possible without significantly rewriting the UFO spawn system so I doubt this will be possible. But

SECRET PROJECT

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- Ghosts after died with smoke or fire: When your soldiers go in to fire or a damage cloud and dies, they continue to play at the end of that turn. They dies when you end turn. Some ppl reported same thing about aliens at their turn..

This is a normal bug and should be reported as such. Fixed.

Also, could you find a way to make the base attack ufos to be more of a threat? (maybe always escorted and with tougher than normal escorts, faster flight path to base, additional air superiority mission spawn at the same time and location, something?)

Somewhere on my list of things to improve so that aliens are not such kind sissies.

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About Xenopedia entries.

Just link it from the CE branch.. its Ce anyway :) And many mods needs to have an update after 1.5* and new CE'S anyway..

And you can link some of the infos even all info from the weapon_GC.xml file, isn't it? At big mods it really save life's..

About aircraft launchers:

Max said it was so at beta then changed to this. so it could be easier then it seems..

Edited by drages
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This is on the list of nice-to-have things, but would it be possible to introduce a wider range of RPG-style status effects? Solver worked on that a bit with morale and ap buffs/debuffs. But would it be possible to have:

  • A generic DoT effect. Posion, acid, virulent diseases and other nasty toxins could be better modelled with a generic DoT effect.
  • ApDamage simulates a paralysis effect (simply crank the AP damage up enough for total paralysis), but would it be possible to have a target specific paralysis effect? What I mean is having an effect which paralyses a specific type of action. NoMove and NoShoot spring to mind at the primary kinds of action which could be paralysed.
  • Could a Slow effect be implemented? There's an AP multiplier for movement on tiles (which is never used). Could that be re-implmented somehow?
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About Xenopedia entries.

Just link it from the CE branch.. its Ce anyway :) And many mods needs to have an update after 1.5* and new CE'S anyway..

And you can link some of the infos even all info from the weapon_GC.xml file, isn't it? At big mods it really save life's..

If data can be linked from weapons_gc that could work. I don't know how feasible that is, though, otherwise I'd have thought it would have already been set up like that. I will have a look anyway though.

About aircraft launchers:

Max said it was so at beta then changed to this. so it could be easier then it seems..

Depends on whether the code is still in somewhere or not.

A generic DoT effect. Posion, acid, virulent diseases and other nasty toxins could be better modelled with a generic DoT effect.

It's something I'd quite like for a mod I'm testing at the moment so I'll add it to the list.

ApDamage simulates a paralysis effect (simply crank the AP damage up enough for total paralysis), but would it be possible to have a target specific paralysis effect? What I mean is having an effect which paralyses a specific type of action. NoMove and NoShoot spring to mind at the primary kinds of action which could be paralysed.

Sounds like it might be complicated to implement. I might have a look but suspect this would be too difficult for me to do.

Could a Slow effect be implemented? There's an AP multiplier for movement on tiles (which is never used). Could that be re-implmented somehow?

Maybe. I suspect the main issue here would be communicating to the AI that it has limited movement. But I can have a look.

Thanks for the endeavor Kabill. It seems very courageous to fix the xenonauts code base that appears to be * just slightly* messy!

Honestly, it doesn't seem terrible. But I don't have anything to compare it with really.

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Hi, don't wish to burden but thought of some stuff, whether they are practical or not you can decide.

A most of this is stuff I read in old threads while browsing and are low priority stuff comparatively, but without further ado:

1.) Would it possible for proximity weapons ( proxy funtionality to advanced grenades)

2.) I saw in some old posts of a callsign system mod, however doesn't seem to have materialised.

Perhaps just an field to store a ground combat name for a soldier as a mod?

3.) Possibility to remove custom loadout tabs or to cancel its creation when misclicked.

4.) Aliens mind controlling civilians and armed forces which would probably have relevance in terror missions.

5.) An option for a dodge-direction aid to help with orientation ( not to sure what though and might add unnecessary clutter)

If this stuff isn't feasible or isn't game friendly i'm okay with it. :)

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I have a small suggestion for Kabill community code program :)

- Modable max soldiers: The max value of soldier's attribute is 2x of the starting random value. For example, you hire a soldier with starting 45 accuracy and 30 reflex can max to 90 and 60 respectly to each attribute. Is that possible?

- Boosting Medals: Make medals can boost not only Morale.

- Make aliens vulnerable to morale and bleed damage.

Thank you soo much kabill ^^

Edited by TacticalDragon
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1.) Would it possible for proximity weapons ( proxy funtionality to advanced grenades)

Probably difficult but I might have a look.

2.) I saw in some old posts of a callsign system mod, however doesn't seem to have materialised.

Perhaps just an field to store a ground combat name for a soldier as a mod?

I suspect adding something like this should be fairly simple but the UI side of things might be problematic. I'll add it to the list though.

3.) Possibility to remove custom loadout tabs or to cancel its creation when misclicked.

It's currently possible to right-click on a custom loadout icon or name to change it (which might be useful to know if you don't already) so probably not needed.

4.) Aliens mind controlling civilians and armed forces which would probably have relevance in terror missions.

I suspect there's a good chance of breaking things if I start messing around with code for psionic target selection so I think it would be best if I left it alone.

5.) An option for a dodge-direction aid to help with orientation ( not to sure what though and might add unnecessary clutter)

I'm not really sure what to add to do this to be honest. In any case, I'm not certain it's so terrible at the moment, although I did have to learn this when I was faffing with making air combat mods so maybe I'm more familiar than most.

- Modable max soldiers: The max value of soldier's attribute is 2x of the starting random value. For example, you hire a soldier with starting 45 accuracy and 30 reflex can max to 90 and 60 respectly to each attribute. Is that possible?

That should be easy to do, I think.

- Boosting Medals: Make medals can boost not only Morale.

Could probably do this too.

- Make aliens vulnerable to morale and bleed damage.

Bleeding is probably easy. Morale would probably be a lot of work and, honestly, I'm not convinced it would be worth the effort.

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Grenade launchers.. :) You know the "grenade" type weapons problem which erases the grenade, weapon and anything when fired..

Resist damage: I mean a damage type like apdamage which targets resistance. This will pass the standart resist calculation and will give directly to the resistance. Enemy got 50 kinetic resistance and u will hit it resistdamage:40, then enemies resistance became 10..

Chance factor to researches. I mean % to get the next research when you researches something. For example u got plasma pistol and when u researched it, it will open laser weapons with %33 chance.. rifle will %50, heavy will %75.. or it will open %5 a special research.. so it will give a good replay chance. Like sword of stars series if you played..

Building factor to researches. Alien containment for the win..

Building factor for manufactures. Let me mod which build i need for which manufacturing like hangar and garage. As my test results, if you put a manufacture under aircraft tag, it automaticly needs hangar.. same for garage.. like ufo disassemble projects at XNT.. maybe at future new building for new manufactures.. chemical items goes to special lab for example..

Store with limits.. not so necessary..

Different hangar size for different planes.. its a very special for my mod i know.. i want big hangars for my bombers :) or you can give a parameter to planes for their size.. A new hangar with capacity 2 and airplane with size 2... its about building factor for item.. if i can link building and item myself, it will solve all problem..

Just wanted to throw my last ideas before i forget them :)

Edited by drages
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about the bleeding in aliens, IIRC this was discussed previosly in other threads, the problem was that would unbalance the GC because aliens doesnt have how to heal themselves appart for sebilians. So this should need some kind of balance stuff or something i guess.

Aside that a bunch of nice ideas are boiling here, im wishing to see the results :D!.

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about the bleeding in aliens, IIRC this was discussed previosly in other threads, the problem was that would unbalance the GC because aliens doesnt have how to heal themselves appart for sebilians. So this should need some kind of balance stuff or something i guess.

Aside that a bunch of nice ideas are boiling here, im wishing to see the results :D!.

To be honest,

Aliens dont reload

Aliens weapons have unlimited ammo

Aliens dont have recoil/heavy weapon penalty

So aliens got already balance breaking issues.. if you can limit the bleeding it wont be any problem. I mean 5 damage per turn up to 50 damage..

Edited by drages
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Grenade launchers.. :) You know the "grenade" type weapons problem which erases the grenade, weapon and anything when fired..

Could be difficult but I might be able to do something by cobbling together existing bits of code. I will have a look anyway.

Resist damage: I mean a damage type like apdamage which targets resistance. This will pass the standart resist calculation and will give directly to the resistance. Enemy got 50 kinetic resistance and u will hit it resistdamage:40, then enemies resistance became 10..

I'm not sure I understand this. Do you mean a generic armour type which resists everything? If so, I'm not sure how this would be different to the existing armour rules (i.e. you could just increase all armour values by X and that would be the same as having X damage resistance). Or do you mean something that's also not affected by armour reduction/mitigation?

Chance factor to researches. I mean % to get the next research when you researches something. For example u got plasma pistol and when u researched it, it will open laser weapons with %33 chance.. rifle will %50, heavy will %75.. or it will open %5 a special research.. so it will give a good replay chance. Like sword of stars series if you played..

I think this would be fairly simple to do but would have to think about how to implement the accessible side of it as I'd like to avoid changing the researches.xml file if possible (to avoid compatibility issues with vanilla).

Building factor to researches. Alien containment for the win..

Probably should have added this to the list to begin with as it's something I'd wanted to do before.

Building factor for manufactures. Let me mod which build i need for which manufacturing like hangar and garage. As my test results, if you put a manufacture under aircraft tag, it automaticly needs hangar.. same for garage.. like ufo disassemble projects at XNT.. maybe at future new building for new manufactures.. chemical items goes to special lab for example..

Might be able to do something like this alongside the above suggestion.

Store with limits.. not so necessary..

Solver implemented this ages ago. If you look in buildings.xml you can see the storeroom has a store value and in items.xml all items have a storage space value.

Different hangar size for different planes.. its a very special for my mod i know.. i want big hangars for my bombers :) or you can give a parameter to planes for their size.. A new hangar with capacity 2 and airplane with size 2... its about building factor for item.. if i can link building and item myself, it will solve all problem..

Might be possible.

about the bleeding in aliens, IIRC this was discussed previosly in other threads, the problem was that would unbalance the GC because aliens doesnt have how to heal themselves appart for sebilians. So this should need some kind of balance stuff or something i guess.

I suspect it would be made a toggle rather than an always-on feature so it would be up to other modders whether to use it and how to balance it. But to support that, it could be possible to either set a bleed-count limit (i.e. only lasts for a certain amount of turns) or have a random possibility of bleeding stopping every turn. Actually, I'd probably do the latter as it would be easier to implement and I think I prefer it anyway (I like randomness!). Might be an interesting feature to allow for player units too so you can set a % chance of bleeding stopping (a nice little random bonus sometimes).

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Of course aliens cheat. Unless it's a game like chess where it's rather easy for the AI, AIs usually have to cheat in order to look at least somewhat intelligent. And it's not balance breaking, because the balance has been already created with that in mind. Sure, aliens perhaps could have limited ammo or heavy weapon penalties, but how that actually help the game? The same way, how will bleeding aliens make the game better? It's better to not go overboard with these things, and if the aliens are to be improved, there are enough things that would actually improve the game.

(And, FWIW, if a bleeding wound is something that can kill a soldier, it's not that kind of bleeding that could stop on its own.)

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Resist Damage: When you shoot an alien with 100 resist with 100 damage, the alien wont take damage and it will lose its resistance

%<ArmourDegradation>.. its %25 at my mod and then aliens resist will be 75. This is how its working now..

I want to have a secondary damage that only damages resistance itself without <ArmourDegradation> calculation.. so a weapon with 100 resistdamage will destroy whole resistance of an alien with 100 resistance.. this is basicly armour destroying damage.

Store with limit: I saw the numbers but there is nothing at UI about store size or report (how much of it used, and what happens if it gets full?), or did i miss it?

Chance factor to researches: Illunak or solver added Researchlock command to lock a research when u searched another one to create different branches. So i need Researchchange("Researches.*****",30) command to give the research possibility.. it wont change any default thing.. its a command addition.

Grenade Launchers: As i remember i read something at old threads when i try to create a grenade launcher. There is a command which destroys the weapon when fired (planned for 1 time rocket launcher). Even you disable this command with giving "0", grenades still go puffff.. If you make this command working for grenades (as default it will be 1 for grenade type weapons to save the default game grenades), then the modder can use this command at grenade type weapons..

----------

Rocket launchers rockets: I still dont know how the rockets works for all rocket launchers you put in game.. At weaponGC even you dont put a rocket type ammo, that launcher fires ALL rockets. so i cant give special rockets to my special rocket launchers.. Just break this global chain please when you make multi ammos..

----------

Aliens bleeding-panicking-berserking was a nice factor to see at old xcom. It was nice to see the aliens can fear and when it happens you became happy after hours of a terror mission at UFO.. At a bloody battleground to see an alien bleed to death when you are already exsosted was nice to.. I didnt want any bleed effect at aliens, i just say what i think about it.. its not necessary to strategic lvl, but nice for atmosphere.

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Right, last request I will make. kabill, I'm sure you're aware that there are code fragments still hanging about for the aborted flamethrower. My tests over various builds suggest it never got further than a test template. I was wondering if there was a way to introduce either a flexible AOE template or several static AOE templates to compliment the current "explosion" circular template.

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I PM'd this to llunak earlier but he didn't response anything to it so I'll put it here instead! ;)

If I have the roof toggle on, the game should show all the buildings and roofs with the only exception being the buildings that have visible enemies/xenonauts/civilians in them, right? But what the game also does right now, is it removes the roof if there's visible units on the roof, which is kinda silly as they can be seen there even if the roof were shown. The automatic roof removal should trigger only if there are visible units inside the submap, excluding the topfloor which is visible anyways.

I hope my explanation makes sense and that there's no technical reasons it can't be fixed.

[/Quote]

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Right, last request I will make. kabill, I'm sure you're aware that there are code fragments still hanging about for the aborted flamethrower. My tests over various builds suggest it never got further than a test template. I was wondering if there was a way to introduce either a flexible AOE template or several static AOE templates to compliment the current "explosion" circular template.

I suspect this might be something beyond my ability but I've added it to the list anyway.

@drages: regarding the damage resistance thing - got you now.

@Skitso: I'm willing to have a look at this but I suspect it will be something of a minefield, therefore there's a good chance I'll pass on it.

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wow, impressive list already, hope I'm not too late ))

I have quite a number of suggestions but not saying all of these are good&necessary. Just maybe you find something worth adding to your list:

1. TU-spending assistance

2. morale-related tweaks

3. atm selling the Condor does not give cash - strange "feature", do we really need it?

4. alienWavePeriodMultiplier does not work? I played with numbers but don't see any shortening of the period between waves over time. Not sure if it can be of any use though

5. config option: let unarmed planes to take off the base. Not my priority but might be useful...

6. split/join aircraft squads on-the-fly, but this might be hard

7. GC - ammo is not shown on the ground

8. a plane should not detect an alien base, maybe a config option

9. maybe cap the time a research ufo sticks around (configurable)

10. maybe think about more flexible formulas for wave spawn/soldier stats growth. Basic idea is to let soldier stats grow faster early on, and have more freedom in setting wave numbers early/mid/lategame (currently tehy are tangled in a single formula)

11. make fixed width fonts work for weapon tooltips

12. clear notification on monthly funding boost on a GC report screen or after a ufo was shot down

13. bug, not sure maybe I reported it: a successful supply run does not affect alien base size

14. make civs turn before the aliens in GC (maybe config option)

15. auto-airstrike after GC mission withdraw. I don't understand why the crash site just insta-vanishes.

16. somehow make it possible for a ticker value to affect AM chance, while atm they are constant for the whole game

there are also a few bugs I reported, won't post them here again

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To be honest,

if you can limit the bleeding it wont be any problem. I mean 5 damage per turn up to 50 damage..

Yes exatcly, i was thinking in something like this so there, i was afraid that if the bleeding damage was too high, then it could allow some silly exploits like shooting then twice and then running away , waiting and skiping some turns in order to safely kill tougher aliens (this happened a lot in OPENXCOM).

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