OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: Belcanzor on December 25, 2023, 04:40:38 am

Title: [Submod] Everyone surrender
Post by: Belcanzor on December 25, 2023, 04:40:38 am
Added     canSurrender: true to everything.
Barely tested.
Purpose: No longer battle against wimpy things, they must surrender. No more kill 100 people in base attack.
I hope it work. Feedback welcome. Also money.
Edit : Forgot to add the file :p

Edit 2: As suggested I make a mod. But still its incomplete because "can surrender" work in relation of bravery and many units got 110 bravery. I dont touch that because make the mod more easy and is not my intention.
Title: Re: [Submod] Everyone surrender
Post by: Kozinsky on December 27, 2023, 09:15:28 am
Sorry, but it's not a submod, it's a piece of XCF. The implication is that this file should be replaced in the mod itself, not installed and connected by a separate submod.
For the convenience of users who are not programmers, I recommend formalizing this as a submod.
Title: Re: [Submod] Everyone surrender
Post by: Juku121 on December 27, 2023, 12:23:42 pm
Eh, I see this as a submod - it's an alteration of a modification of the original game (actually even a rework of the original). Lots of games pretty much force you to alter a mod directly if you want to make a submod/modmod. Doesn't make the end result any less of one.

This submod just doesn't use the mod infrastructure of OXC(E), and as a consequence will only ever work with one very specific version of XCF. So, yeah, making it into a 'proper' submod would be preferable.
Title: Re: [Submod] Everyone surrender
Post by: Solarius Scorch on December 27, 2023, 03:46:22 pm
It's pretty easy to make:

Code: [Select]
units:
  - type: STR_ALIEN_BRAIN
    canSurrender: true
  - type: STR_DREAMSPRITE_RED
    canSurrender: true
  - type: STR_SKELETON
    canSurrender: true
(...)

Repeat for every unit which doesn't have the "canSurrender: true" flag. And also make the metadata file.
Title: Re: [Submod] Everyone surrender
Post by: Belcanzor on December 28, 2023, 07:16:23 am
Sorry, but it's not a submod, it's a piece of XCF. The implication is that this file should be replaced in the mod itself, not installed and connected by a separate submod.
For the convenience of users who are not programmers, I recommend formalizing this as a submod.

Sorry for misnaming. I was just playing with the files.
Can mods remove this post? Please?
Title: Re: [Submod] Everyone surrender
Post by: Belcanzor on December 28, 2023, 07:19:41 am
It's pretty easy to make:

Code: [Select]
units:
  - type: STR_ALIEN_BRAIN
    canSurrender: true
  - type: STR_DREAMSPRITE_RED
    canSurrender: true
  - type: STR_SKELETON
    canSurrender: true
(...)

Repeat for every unit which doesn't have the "canSurrender: true" flag. And also make the metadata file.
Thank you. I upload without knowing enough. Dont know what metadata is yet. Was trying to make certain battles less annoying. Right now I m fighting some cultist and everyone panic but nobody surrender.

Edit: By the way I just "discover" you are the moderator :p Can you clean all this mess, I mean this topic. I be more careful next time.
Title: Re: [Submod] Everyone surrender
Post by: Juku121 on December 28, 2023, 02:23:55 pm
No need to be so shy, just make a proper submod ouf of your existing work. Use one of the other mods as an example, e.g. 'Stupid Mongorns', copy their metadata file and directory structure, make your changes, update the .rul file as Solarius indicated (basically, delete everything between unit ID and 'canSurrender') and it will be fine.
Title: Re: [Submod] Everyone surrender
Post by: Belcanzor on December 28, 2023, 10:04:05 pm
No need to be so shy, just make a proper submod ouf of your existing work. Use one of the other mods as an example, e.g. 'Stupid Mongorns', copy their metadata file and directory structure, make your changes, update the .rul file as Solarius indicated (basically, delete everything between unit ID and 'canSurrender') and it will be fine.

Finally got what Metadata is.
Ok. Perhaps I give it another try. But after days of testing they still dont surrender until all the boss types are down. The idea was to surrender faster.
By the way: all the people x-com "interrogate" died? Even the farmers?
Title: Re: [Submod] Everyone surrender
Post by: Juku121 on December 29, 2023, 09:38:23 am
Well, are your enemies panicking? They won't all surrender if there's still someone brave among them, or someone who hasn't been conked on the head.

Perhaps upload a save when that happens, we can then check why they're not surrendering.


As to the farmers, I don't think it's made explicit anywhere. If you turn on 'retain interrogated aliens', then the actual aliens and alien-like critters will be killed and you get their body, yes. I think farmers are still ambiguous.

But given how 'Staff Inputs' describe the red-haired lady's methods, I wouldn't be surprised if the occasional farmer/ganger was lost in the process. ;D
Title: Re: [Submod] Everyone surrender
Post by: Solarius Scorch on December 29, 2023, 02:19:30 pm
Generally interrogated humans are implied to be moved to regular prisons or released.

Maybe I should make an article to state this outright, since people tend to have some unhealthy ideas about this. :P
Title: Re: [Submod] Everyone surrender
Post by: psavola on December 29, 2023, 02:25:12 pm
In OXCE you can set the option that you get the corpses after interrogation, but XCF forces this to be disabled. So the interrogations don't lead to executions. Based on SS's answer I wonder what happens to the interrogated aliens or other monsters. They need to be moved to some prison-like environment as well, rather than killed. Unless their interrogation leads to vaporization and you don't get the corpse that way.
Title: Re: [Submod] Everyone surrender
Post by: Belcanzor on December 29, 2023, 11:25:49 pm
Is not like I was to stop capturing them, they are a got source of income, I was curious.
Title: Re: [Submod] Everyone surrender
Post by: Vakrug on December 30, 2023, 11:57:40 am
Generally interrogated humans are implied to be moved to regular prisons or released.

Maybe I should make an article to state this outright, since people tend to have some unhealthy ideas about this. :P
https://xcf.trigramreactor.net/master/article/STR_STAFF_005
You already have one.

Offtopic: and in X-Piratez there are 2 conflicting articles about this. This what happens when you forget your own creation.
Title: Re: [Submod] Everyone surrender
Post by: Juku121 on December 30, 2023, 12:57:07 pm
I mean, if you're willing to adopt vague staff rumours about individual interrogations as gospel, interrogations burn (https://xcf.trigramreactor.net/master/article/STR_STAFF_002) the subjects to death. :P
Title: Re: [Submod] Everyone surrender
Post by: zee_ra on January 02, 2024, 12:15:34 pm
It's pretty easy to make:

Code: [Select]
units:
  - type: STR_ALIEN_BRAIN
    canSurrender: true
  - type: STR_DREAMSPRITE_RED
    canSurrender: true
  - type: STR_SKELETON
    canSurrender: true
(...)

Repeat for every unit which doesn't have the "canSurrender: true" flag. And also make the metadata file.

Should the type: be instead override:.  I assume, it's a more correct approach when developing a submod.
Title: Re: [Submod] Everyone surrender
Post by: Juku121 on January 02, 2024, 12:24:42 pm
Should the type: be instead override:.  I assume, it's a more correct approach when developing a submod.
Ideologically, yes. Practically, this only makes the submod 100% crash if Solarius removes an enemy, as opposed to maybe causing a minor issue and very likely nothing. So, not really unless you're dedicated to maintaining the submod.
Title: Re: [Submod] Everyone surrender
Post by: Yankes on January 02, 2024, 03:36:57 pm
Then if you do not want crash then use `update:` as it only spam logs when do not find rule with given name.
Title: Re: [Submod] Everyone surrender
Post by: Juku121 on January 02, 2024, 07:46:28 pm
What does this even mean?
Quote from: Ruleset reference
     Another feature (added in OXCE v7.9) allows modders to better control how rulesets are overridden between mods and submods:

 items: !info                # this tag can be used to check if a given ruleset supports the new features
   - type: STR_RANDOM        # from OXC, this was effectively split into `update:` and `new:` to make modder's intention clearer
   - delete: STR_X           # from OXC
   - new: STR_UNIQUE_NAME    # if an item with this name exists already (i.e. was created by another mod), the game raises a hard error
   - override: STR_OLD_NAME  # check if this name was used already and update the given item, hard error if the item did not exist
   - update: STR_OPTIONAL    # check if this name was used already and update the given item, do nothing if the item did not exist
Title: Re: [Submod] Everyone surrender
Post by: Meridian on January 03, 2024, 05:43:01 pm
Replaced [/t]] with [/tt] so that forum displays correct text formatting.

Deleted all posts about what does [/t]] mean... feel free to continue the discussion.