aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 446259 times)

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #375 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?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #376 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 #377 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 #378 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 #379 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.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #380 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

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #381 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 »

Offline Alex_D

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Re: OXCE (OpenXcom Extended) main thread
« Reply #382 on: December 31, 2019, 06:07:17 am »
Thank you Meridian for version 6.3. I'm about to test it with XCF v 1.1.2.

By the way, any clue on when my antivirus program (Symantec) would stop complaining about the file being too new?
Unfortunately, I can't control the AV settings too much while I use my work laptop at home  :)


Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #383 on: December 31, 2019, 09:31:17 am »
Meridian, thanks so much for the update.
By the way, are the mods in the "standard" folder really needed? Does anyone use them? Those who update OXCE already have everything, and if not, they can be taken from the OpenXcom client if they are needed. Maybe should remove them from the OXCE archive?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #384 on: December 31, 2019, 10:11:44 am »
Meridian, thanks so much for the update.
By the way, are the mods in the "standard" folder really needed? Does anyone use them? Those who update OXCE already have everything, and if not, they can be taken from the OpenXcom client if they are needed. Maybe should remove them from the OXCE archive?

They cannot be taken from OpenXcom, they are incompatible.

OXCE makes updates to language files, interface files, resources, etc.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #385 on: January 01, 2020, 07:09:17 pm »
New OXCE v6.3.1 is up.

2020-01-01
 - Fix cancel new base CTD (by Hardcode84) (>1 year old)
 - Fix "Dont reselect unit" CTD (7 months old)
 - critical: Fix hit log CTD (1 week old)

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
« Last Edit: January 04, 2020, 06:54:22 pm by Meridian »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #386 on: January 04, 2020, 06:54:08 pm »
New OXCE v6.3.2 is up.

2020-01-04
 - critical: Fixed unit drawing bug (mostly TFTD crashes)
 - Increased max craft weapon types per slot from 4 to 8
 - Show more info in Options > Folders

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

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #387 on: January 05, 2020, 06:44:26 pm »
New OXCE v6.3.3 is up.

2020-01-05
 - more fixes

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
« Last Edit: January 13, 2020, 02:24:57 pm by Meridian »

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #388 on: January 09, 2020, 08:26:03 am »
Meridian,  is it possible to change the color of the radar circles?

And yes, when passing under units hanging one level higher - they are visible during movement. It looks monstrous, although no errors are recorded. I don't expect I'll be able to clearly explain not knowing the language, but... Just try walking under the hovertank.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #389 on: January 09, 2020, 10:26:59 am »
Meridian,  is it possible to change the color of the radar circles?

There is no radar circle color.
Color of each pixel is calculated separately using complicated logic (considering land/ocean, current time of the day, original pixel color, etc.)

And yes, when passing under units hanging one level higher - they are visible during movement. It looks monstrous, although no errors are recorded. I don't expect I'll be able to clearly explain not knowing the language, but... Just try walking under the hovertank.

Thanks, will report to Yankes.