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verfasst am: 16.12.2007, 20:41
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Registrierdatum: 30.11.2007, 21:58
Beiträge: 165
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What problems? |
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verfasst am: 16.12.2007, 20:45
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Registrierdatum: 27.06.2007, 12:16
Beiträge: 658
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With the 0.911Alpha you can create scientists at the jobmarket. But the problem is, that you can't name them, and can't define their abilities like their skill or the cost.
And they don't appear in the missions... |
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verfasst am: 16.12.2007, 21:29
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Admin, Spielsatz GalWar
Registrierdatum: 31.08.2005, 21:51
Beiträge: 5596
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Direct access to the attributes and general data of the scientist will most probably not be avaible until 0.920.
That is because beginning with the aliens in 0.915 we will change the data for all units to the new model concept.
That concept will give a lot of options to the gameset creator and it will merge the soldiers, scientists, technicians, aliens and future unit-types (civilians, ...) into a single unit-model.
And I think it would be a waste of working time to create script-commands to give access to the current special scientist-listings if you know that those data-lists will be obsolete in a few months. |
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verfasst am: 17.12.2007, 20:00
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Registrierdatum: 30.11.2007, 21:58
Beiträge: 165
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Will capturing live aliens a part in the game. |
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verfasst am: 17.12.2007, 20:23
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Admin, Spielsatz GalWar
Registrierdatum: 31.08.2005, 21:51
Beiträge: 5596
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Zitat: comaner Will capturing live aliens a part in the game
I don't think so.
It will probably be possible to simulate something like that once the alien AI can be scripted (detecting when an alien is killed but replacing descriptions to tell it was captured and then using new scripted pages to represent a simulated prison), but that will depend on the gameset.
To add this function (including storing alien units, additional prison buildings and a lot of internal changes)into the game engine itself would require a lot of work for little gain.
However this decision is not yet final - if it can be done with only a little work that might be changed. It mostly depends on how the implementation of the model concept works - and if someone could find additional uses for this, other than the "trigger for more research". That's all the live alien prisoners ever were in the UFO/XCOM-Type games, and that is not enough as a reason, because that could be done by simulated captures, not true ones with stored unit data. |
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verfasst am: 17.12.2007, 20:37
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Registrierdatum: 30.10.2007, 22:33
Beiträge: 73
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Zitat: comaner Will capturing live aliens a part in the game.
Just simulate the "live Alien research" by activating an additional research Projekt after a sucessfull Groundattack.
If you really want to have something in Players storage, an Item like "Ausgangsmaterial" would do it, which is removed after the research is completed or can be sold like Alien corpse in older XCom parts. |
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verfasst am: 17.12.2007, 20:41
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Registrierdatum: 29.07.2005, 09:20
Beiträge: 147
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Then I will present a use for a captured alien:
If it is a kind of drone or slave, capturing it alive could lead you to perform some kind of 'brain wash' in order to add it as a soldier with all its current stats...
I know that there are a lot more difficulties implied by this idea, but you just wanted to here a possible usage for captured aliens... :-)
Back to the problem with the scripted scientists: I know that you can't alter the stats in 0.911, but will you be able to read them? Then it is perhaps possible to create and destroy scientists in a loop until you create one with the appropriate values (at least if you have only one at a time)? |
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verfasst am: 17.12.2007, 21:22 · Edited by: DirkF
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Admin, Spielsatz GalWar
Registrierdatum: 31.08.2005, 21:51
Beiträge: 5596
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Zitat: Hieronymus f it is a kind of drone or slave, capturing it alive could lead you to perform some kind of 'brain wash' in order to add it as a soldier with all its current stats
No, you don't need the ability to store captured aliens for that - after the soldiers have been switched to the new model concept (in 0.920 or so) you will be able to create spezific soldier types in the gameset.
Just make such a soldier type with an alien animation, switch it to "scripted use only" and write a script that will create a new soldier based on that type after an "brainwash" was completed.
Then you only need to count in a general variable how many "captured" aliens you have.
When I'm writing about "implementing captured aliens" I don't refer to some way of counting them, I'm referring to a way to store the specific data used in ground combat for that unit. And that also needs implementing a way for the ground combat engine to detect a difference between "killed" and "captured".
That is a "little bit" more complicated than counting how many aliens you appear to have "captured" by having their AI-Scripts hit an scripted counter while signalling to the engine they're dead...
In fact most of the problems would come from implementing a difference between dead and captured in the ground engine, storing the data could be done in several ways.
And it is much easier to let a few scripted AIs together with a counter on the geoscape handle the simulation of captured aliens than implementing a true capture detection routine into the ground combat.
Zitat: Hieronymus Back to the problem with the scripted scientists: I know that you can't alter the stats in 0.911, but will you be able to read them? Then it is perhaps possible to create and destroy scientists in a loop until you create one with the appropriate values (at least if you have only one at a time)?
No.
Those scripting commands would also be useless a short time after 0.911 because several of the stats will change with the new model (for example intelligence will be removed after being replaced by the classifications and other stats will be changed as well. You'll get XP and Level for all units including aliens as another example). |
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verfasst am: 19.12.2007, 19:23 · Edited by: comaner
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Registrierdatum: 30.11.2007, 21:58
Beiträge: 165
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Any way here is a new version 0.101 on this link http://hosted.filefront.com/exewon/. Added story and a litle bit of tech. Spoiler: There is a X-com crosover a smal one but is that alowed? |
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verfasst am: 19.12.2007, 19:43
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Admin, Spielsatz GalWar
Registrierdatum: 31.08.2005, 21:51
Beiträge: 5596
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Zitat: comaner Spoiler: There is a X-com crosover a smal one but is that alowed?
That depends on what it is.
Several elements of XCOM were copied from general much older SF stories. Those couldn't be copyrighted to XCOM no matter what and are therefore save to use.
And if you modified that crossover a little bit so that it would be recognicable but not identical that isn't a problem in most cases either.
It will only become a problem if you copied a very specific and mostly unique part of the original XCOM-data. |
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verfasst am: 19.12.2007, 20:36
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Registrierdatum: 10.11.2006, 19:42
Beiträge: 178
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verfasst am: 19.12.2007, 21:47
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Registrierdatum: 27.06.2007, 12:16
Beiträge: 658
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Sorry, but there are just pictures of weapons, but not for technologies. Technology pictures i get from a different german forum, but I don't remember which site... |
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verfasst am: 19.12.2007, 22:11
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Registrierdatum: 10.11.2006, 19:42
Beiträge: 178
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verfasst am: 20.12.2007, 11:34 · Edited by: comaner
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Registrierdatum: 30.11.2007, 21:58
Beiträge: 165
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I dont copied data I made that you found a AVANGER type aircraft in your base.And thanxs for your pictures. And your gameset looks great on a first glance |
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verfasst am: 21.12.2007, 20:32
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Registrierdatum: 30.11.2007, 21:58
Beiträge: 165
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What means geschwindigkeit |
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verfasst am: 21.12.2007, 20:43
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Admin, Spielsatz GalWar
Registrierdatum: 31.08.2005, 21:51
Beiträge: 5596
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speed |
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verfasst am: 23.12.2007, 20:37
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Registrierdatum: 30.11.2007, 21:58
Beiträge: 165
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How do you make UFO s apear with a script. and how do you make a ufo atack faster. |
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verfasst am: 24.12.2007, 00:52
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Admin, Spielsatz GalWar
Registrierdatum: 31.08.2005, 21:51
Beiträge: 5596
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Zitat: comaner How do you make UFO s apear with a script.
That is explained in chapter 3 of the XScript-Tutorial. Unfortunately that is not yet fully translated - you'll have to wait until the translation is complete (someone is working on the Wiki-Translation, but I do not know how long it will take, and it is too much to explain it here.
Zitat: comaner how do you make a ufo atack faster.
Not possible at the moment - the weapon recycle time of the UFOs is a fixed number.
That will change in a future version when the models for UFOs and Aircrafts will merge, but this is far in the future. Perhaps it might be possible near the end of 2008, but most probably it won't be changed until 2009. |
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verfasst am: 25.12.2007, 11:12 · Edited by: comaner
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Registrierdatum: 30.11.2007, 21:58
Beiträge: 165
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verfasst am: 26.12.2007, 22:29 · Edited by: comaner
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Registrierdatum: 30.11.2007, 21:58
Beiträge: 165
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I am a litle bit dry on tech and armor names a litle help is wanted |
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