Author Topic: OXCE (OpenXcom Extended) main thread  (Read 64294 times)

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #375 on: December 18, 2019, 06:45:09 pm »
Bug is, that ranger patrols in area of ufo landing, and alien base became visible far far away from there. like patrol in Spain and base in Norwegian.
And it is not coincidence, if no ranger patrolling - no base found.

What is the sight range of the ranger?
Default is 1696 (about as much as displayed on the screenshot)... which is enough to spot a south norwegian base from central spain :)

Offline Nord

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Re: OXCE (OpenXcom Extended) main thread
« Reply #376 on: December 18, 2019, 07:14:08 pm »
 Default is 1696???
Gosh... Twenty times more than i expected.
Ok, my fault. Sorry.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #377 on: December 24, 2019, 09:41:46 am »
We all know that downed UFOs explode power units. And where is it regulated and what determines the strength of their explosion? And is it somehow regulated?

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #378 on: December 24, 2019, 10:07:44 am »
We all know that downed UFOs explode power units. And where is it regulated

in the source code


and what determines the strength of their explosion?

RNG (180-250, HE)

And is it somehow regulated?

in the source code

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #379 on: December 24, 2019, 10:43:22 am »
RNG (180-250, HE)

Can this be taken out into an adjustable global option?

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #380 on: December 24, 2019, 10:49:00 am »
what's wrong with it?

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #381 on: December 24, 2019, 12:21:10 pm »
Just want more control over the game. For example, the spread of damage is more to do, the type of damage is changed, the probability of an explosion for each UFO is different, and so on. :)

Online Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #382 on: December 24, 2019, 02:09:47 pm »
Would be nice to be able to set explosion (with custom parameters like power) to a given specialType (in terrain), not just Power Sources.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #383 on: December 27, 2019, 07:55:00 pm »
I don’t remember where I read it, but there was information that the interruptPercentage "alienMissions" also works on landing UFOs when you them ground assault. Is this true, or is there an additional termination parameter after ground assault?

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Re: OXCE (OpenXcom Extended) main thread
« Reply #384 on: December 27, 2019, 09:16:32 pm »
I don’t remember where I read it, but there was information that the interruptPercentage "alienMissions" also works on landing UFOs when you them ground assault. Is this true, or is there an additional termination parameter after ground assault?

Yes, it is true: https://openxcom.org/forum/index.php/topic,6461.msg102052.html#msg102052

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #385 on: December 27, 2019, 09:56:21 pm »
Understood, thanks. Just have a situation where interrupt the construction of alien bases are not favorable, and the ship "delicious" landed. Have to let go.

Offline The Reaver of Darkness

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Re: OXCE (OpenXcom Extended) main thread
« Reply #386 on: December 29, 2019, 01:19:03 am »
Understood, thanks. Just have a situation where interrupt the construction of alien bases are not favorable, and the ship "delicious" landed. Have to let go.

There's a way to get virtually any outcome you want.

A.) Alien base never fails to be built
 - METHOD: don't use interruption on Alien Base or Alien Infiltration mission

B.) Countries can be prevented from leaving the project, but alien bases still get built
 - METHOD 1: increase weights for Alien Base mission (make non-interruptible), decrease weights for Alien Infiltration mission (make interruptible)
 - METHOD 2: allow countries to rejoin when base is destroyed
 - METHOD 3 (ADVANCED): edit Alien Infiltration mission to change the base that it builds or make it not even build a base at all

C.) Infiltration is interrupted by shooting the craft down, but not by taking them on land
 - METHOD: Add a wave of three UFOs after the final craft, on a timer of perhaps 60 (try different values and see). You want the final UFO to spawn on the globe around the same time as the big UFOs start landing. (My mod has the timer at 240 which has been well-timed to make the base appear during and towards the end of the landing event.)

PM me if you want more details on how to do one of these, or if you have a different functionality goal.

edit: I tested some timers and I think 60 is fairly good for the final 3 ships. That means you get about 3 hours from appearance of the Battleship until the base is built and the infiltration is completed. Time variation can be anywhere from 1.5 to 4.5 hours but will tend toward the center. In my run, the battleship took ~3.5 hours to land, and other ships were already landing by the time it arrived.
« Last Edit: December 29, 2019, 01:40:21 am by The Reaver of Darkness »

Offline MoonKid

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Re: OXCE (OpenXcom Extended) main thread
« Reply #387 on: December 30, 2019, 03:28:13 pm »
It is unclear for me what is the difference between OXC and OXCE(+).

I could not find any documentation about it. Even wikipedia does not have an entry about OXCE.

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #388 on: December 30, 2019, 03:50:02 pm »
It is unclear for me what is the difference between OXC and OXCE(+).

I could not find any documentation about it. Even wikipedia does not have an entry about OXCE.

Check sticky topics on this subforum then.

For example https://openxcom.org/forum/index.php/topic,5251.0.html

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #389 on: December 30, 2019, 09:57:31 pm »
New OXCE v6.3 is up.

2019-12-30
 - Research/Manufacture UI QoL (mouse wheel up/down +/-1, with ctrl +/-10)
 - Different starting base per difficulty level: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Starting_Base
 - Ability to hide missions in New Battle mode: https://openxcom.org/forum/index.php/topic,7685.0.html
 - Stats for nerds -- craft weapons
 - Don't hide other radar circles when showing craft range
 - Check alien containment after reload (shame on you autosave cheaters!)
 - Direct Craft UI access from Intercept UI (right-click)
 - New hit log (ctrl+alt+H)
 - Changed soldier/HWP load order (2x2 hwps, 2x2 soldiers, 1x1 hwps, 1x1 soldiers)
 - Memorial quick filter
 - Stack items given by a geoscape event together (+new multi-item attribute): https://openxcom.org/forum/index.php/topic,7215.msg118723.html#msg118723
 - Configurable medikit action name ('medikitActionName')
 - Some improvements for summoned friendly units (inventory handling)
 - Support for spawning alien bases on technical globe regions
 - UFO hunt alert sound ('huntAlertSound')
 - Weapon/ammo category "sharing" is now optional ('shareAmmoCategories')
 - Custom UFO for dummy/blank 'addUFO' mapscript command (by Finnik): https://openxcom.org/forum/index.php/topic,7631.0.html
 - Battlescape rendering performance improvements
 - various bugfixes

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

OpenXcom ruleset validator has been updated too: https://openxcom.org/forum/index.php/topic,6552.0.html

Updated ruleset reference: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
« Last Edit: December 30, 2019, 09:59:19 pm by Meridian »