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Re: Next 1.13 Release: Spring 2011[message #271324]
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Wed, 26 January 2011 17:30
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SpaceVikingFlo really isn't useless, she's just a total newbie and has led a soft life. With her high wisdom she has the potential to become quite good at a few things.
She is also a few extra bucks in your pocket if you can utilize her right.
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Re: Next 1.13 Release: Spring 2011[message #271367]
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Wed, 26 January 2011 20:04
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[font:Arial Black][color:#FFFFFF]The Daughter of Vineyard workers, Florence Gabriel spent most of her childhood in Cognac, France before moving to Pittsburgh. After settling in the U.S., she took a job as the bookkeeper to a major gun dealer where she acquired extensive knowledge on the value of firearms. Slightly hesitant, but bright, Flo is simply priced too low to pass up.
[/color]
[color:#FFCC00]Additional Info[/color]
[color:#FFFFFF]Florence volunteers with illiterate adults during her spare time.[/color][/font]
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Re: Next 1.13 Release: Spring 2011[message #271396]
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Thu, 27 January 2011 00:48
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ctiberious |
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Messages:605
Registered:March 2007 |
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Well, after much reviewing of the NCTH code, and talks (still ongoing) with Headrock, I think I understand why people are missing shots that appear to have little or no chance of missing. And it has nothing to do with range, scope magnification or anything like that. It has to do with the amount of "space" a target takes up.
In OCTH, you always hit the centerpoint of a target, or you missed completely. There was no in between. One of the key differences in NCTH is that is no longer what happens. Instead, the code determines the bullets flight path and then checks to see if a target intersects that path. It's this result that gives people a wide array of damages from actual hits. Instead of hitting "center mass" with every single hit, you might "wing" the target which is still a hit but a less lethal one.
Anyway, to determine if a target and a bullet path intersect, the program calculates the location where the bullet will pass through the "center plane" of the tile where the target is located. The target takes up a certain amount of space and if the bullet passes through a point that's covered by the target, the target is hit. In other words, if we assume a target covers 3.0 left and right of the center of a tile, and 5.0 up and down from the center of a tile, and our bullet is going to pass through the tile at 2.5x3.5, then the target will be hit. Unfortunately, it seems that a target doesn't actually take up 3.0 left and right all the time. Apparently if a you're looking at a target standing sideways to you, the target only takes up 1.0 left and right. The result is that you end up with about 1/3rd the chance to hit that you would normally have. And from everything I'm looking at, the cursor (which is really your only visual indicator of your odds of hitting) doesn't take the targets size into consideration when a target isn't facing you head on.
At the moment, I think the best solution is to make a target take up the same amount of room on the x/y coords. I just have to figure out exactly where in the code Headrock "taught" the system how much room a merc takes up.
The alternative would be to try and have the cursor alter its shape to factor in how much space a target is taking up based on it's stance and facing to the shooter. But I can't think of a way to reliably do that.
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Re: Next 1.13 Release: Spring 2011[message #271404]
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Thu, 27 January 2011 01:38
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AndroidXP |
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Messages:32
Registered:July 2003 Location: Austria |
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Actually I think it's a pretty sweet idea to do that, however maybe it's best to limit it to prone targets for now, because there it would make quite a significant difference. I'm not sure just how detailed the modelling is at the moment though... just assuming a 3:1 front-to-side ratio would be a bit simplistic, considering how people carrying guns and being under fire don't tend to stand straight with their arms at their sides. Someone aiming a pistol would have a quite different profile to someone aiming a rifle, for example, and I doubt the current system takes all the different animations into account. Also, being shot from the side should not necessarily result in mostly arm hits, as they're either not beside the body to begin with (holding the gun, aiming) or the bullet would probably pass through the arm anyway.
Maybe an "average" overall size for standing and crouching targets might work out best, especially considering that the 2D nature of the game can sometimes make it very difficult to judge angles, even more so when rooftops are involved. A quick fix would be to always assume the "facing you directly" constellation of hitboxes if the target is standing or crouching.
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Re: Next 1.13 Release: Spring 2011[message #271452]
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Thu, 27 January 2011 13:53
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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BunsLogistericira is exceptional in other things - med (at least at the start) She starts with 40. That's less than Wolf, Cougar, Gus, Buns or Conrad - all of who are certainly no doctors.
lol, you can pay none of them realistically if you don't tweak money
BunsQuote:sorry, but i don't get your intention to make it more like a real army Because that's more realisticaly. We add more and more features to make weapon behaviour and combat reastical, so why sticking to Vanilla patterns when it comes to assigning traits?
because it's supossed to be VANILLA - what you do in your mod is definately something totally different, but this very thread is about a new stable release STANDARD 1.13
edith:
if you rise the question 'how do i tweak that in my mod' i'll be the first to give you a helping hand - but it should be done in the appropriate thread
[Updated on: Thu, 27 January 2011 13:58] by Moderator Report message to a moderator
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Captain
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Re: Next 1.13 Release: Spring 2011[message #271454]
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Thu, 27 January 2011 14:06
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Buns |
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Messages:655
Registered:September 2010 |
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Logistericlol, you can pay none of them realistically if you don't tweak money Let's see....
I can pay Dr. Q (87), Fox (70), MD (80), Spider (94) or Thor (70) without problems.
So, still no. Ira's med ranking is far from outstanding.
Quote:because it's supossed to be VANILLA A version without NIV, HAM, multiple IMPs, facilities, new items, new weapon stats, CTH and all that? Because that would be Vanilla. I still don't get it why you consider it a drama removing a not justified trait from Biff or Flo in a modification that otherwise changes every dammed aspect of the game, save for the maps and the quests.
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First Sergeant
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Re: Next 1.13 Release: Spring 2011[message #271459]
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Thu, 27 January 2011 14:32
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Buns |
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Messages:655
Registered:September 2010 |
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Logistericit's about doing it where canon counts (standard-1.13) or where it doesn't (any mod) - ask starwalker about it If that would be true we wouldn't be talking about it here at all:
With the new feature which makes Teachers unable to train town militia, while Leadership is too low, Biff and Flo are completely unusable, even in "easy" Game. They have "Teacher" in their Curriculum Vitae, but are not able to teach. This should be somehow rebalanced in my opinion.
And what exactly has this to do with guns?
Quote:you want to change sth YOU don't like for ALL players - the next step would be 'from this day on aimNAS (or sth else) is standard' *dough* I was making a suggestion to make trait assignement more realistical and logical, and by that solve the problem above reported by others.
FOR ME it absolutly doesn't matter what's going on in the game for "ALL players" because I am well able to adjust the game to my needs; just in case you forgot my reply to the above report:
Flo starts with LDR 1. I am wondering with whom you have her training to get her on a level that allows for serious training of militia within one day. I had given Flo the Paramedic and Athletics traits and upped her medic and agility rating accordingly.
[Updated on: Thu, 27 January 2011 14:33] by Moderator Report message to a moderator
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First Sergeant
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Re: Next 1.13 Release: Spring 2011[message #271469]
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Thu, 27 January 2011 15:08
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CptMoore |
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Messages:224
Registered:March 2009 |
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cheap mercs = cheap stats.
I rather someone go and use the multi-equipment functionality on buying via merc. I'd like to order some mercs with some light machine guns, and not pistols.
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Sergeant 1st Class
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Re: Next 1.13 Release: Spring 2011[message #271474]
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Thu, 27 January 2011 15:21
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Buns |
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Messages:655
Registered:September 2010 |
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Logistericthese were beta-scis made by tais But you do know that this is the Beta-testing thread?
[Updated on: Thu, 27 January 2011 15:21] by Moderator Report message to a moderator
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First Sergeant
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