Author Topic: [DONE][SUGGESTION] startingCondition for each mission stage.  (Read 3374 times)

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
[DONE][SUGGESTION] startingCondition for each mission stage.
« on: October 12, 2021, 11:40:52 am »
Please, make different startingConditions work for second-stage missions.
Example: first stage is open ground, second is inside caves or building, so no 2x2 units can pass. Or, in my case, second stage have EM-interferences, so no electronic devices possible.
Now i must disable tanks for whole mission, but they can be useful in first stage.
Thanks.
« Last Edit: October 14, 2022, 03:14:55 pm by Meridian »

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9089
    • View Profile
Re: [SUGGESTION]startingCondition for each mission stage.
« Reply #1 on: October 12, 2021, 11:59:59 am »
Sorry, that is so complicated it's close to impossible.
Both starting condition handling and next stage handling of item stage transfer and item recovery is very complicated and both together... just no.
I will formally put it on a todolist, but 99% it will never happen.

Not to mention, things like e.g. allowed craft don't even logically make any sense. If your craft is allowed on stage 1 but not allowed on stage 2... what happens... auto-abort or what?
So supporting the whole startingConditions concept is literally impossible.

Maybe if we make a new limited concept just for stage transitions... maybe.

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [SUGGESTION]startingCondition for each mission stage.
« Reply #2 on: October 12, 2021, 12:26:23 pm »
Oh. Well then, no more tanks on dimensional portals.
Thanks anyway.

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9089
    • View Profile
Re: [SUGGESTION]startingCondition for each mission stage.
« Reply #3 on: February 05, 2022, 12:53:50 pm »
OXCE 7.5 supports armor transformation on HWPs

You could transform their armor during stage transition into a new armor which doesn't allow movement

That's just an ugly workaround of course... I still have this request on the todolist and will try to come up with a proper solution in OXCE 7.6

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9089
    • View Profile
Re: [SUGGESTION]startingCondition for each mission stage.
« Reply #4 on: October 13, 2022, 11:39:30 am »
I can add `forbiddenArmorsInNextStage` list to either starting conditions or to enviro effects.

Option 1/ If added to starting conditions, it would mean armors are banned in stage 2, 3, 4, etc. Or in other words, in all stages except stage 1.

Option 2/ If added to enviro effects, when moving from stage A to stage B, the list of banned armors would have to be defined already in stage A.
Defining it on stage B is not possible, because the terrain (and thus potential enviro effect) depends on RNG, and the RNG dice are rolled too late for this feature to work.

Option 3/ both of the above

Which option is better for you? Probably option 3?

-----------

Also, what should happen if you kill all aliens in stage 1, but you only have banned units left? Can you move to stage 2? Or do you lose automatically? Something else?
« Last Edit: October 13, 2022, 03:20:00 pm by Meridian »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [SUGGESTION]startingCondition for each mission stage.
« Reply #5 on: October 13, 2022, 01:41:48 pm »
I do not use this feature to such lengths, so frankly I can't say for sure; but at a glance, option 1 feels like it's good enough for me, and definitely more clear.
But really, I lack the experience with various cases.
« Last Edit: October 14, 2022, 03:31:01 pm by Solarius Scorch »

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9089
    • View Profile
Re: [DONE][SUGGESTION] startingCondition for each mission stage.
« Reply #6 on: October 14, 2022, 03:16:58 pm »
Added option 1 for now.

If you kill all enemies, but you have only banned units left, the mission will fail (immediately after stage 2 starts).

Abort mission UI also counts banned units as "in field / outside" instead of "in exit".


Example (no tanks in second stage of Cydonia):

Code: [Select]
startingConditions:
  - type: NO_TANKS_IN_SECOND_STAGE
    forbiddenArmorsInNextStage: [TANK_ARMOR, HOVERTANK_ARMOR]

alienDeployments:
  - type: STR_MARS_CYDONIA_LANDING
    startingCondition: NO_TANKS_IN_SECOND_STAGE

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [DONE][SUGGESTION] startingCondition for each mission stage.
« Reply #7 on: November 08, 2022, 09:01:18 pm »
Is this option allready active in OXCE 7.8? Because i see no effect...

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9089
    • View Profile
Re: [DONE][SUGGESTION] startingCondition for each mission stage.
« Reply #8 on: November 08, 2022, 09:04:56 pm »
yes, it is

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [DONE][SUGGESTION] startingCondition for each mission stage.
« Reply #9 on: November 08, 2022, 10:40:58 pm »
Oh, now i see. It was a typo.
Thank you, it is very useful.