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Messages - Yankes

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1
OXCE Support / Re: Filtering hired soldiers at Recruitment??
« on: Today at 06:24:57 pm »
https://mod.io/g/openxcom/m/hiring-a-trained-soldier
Reading this mod description show it give even more, you can hire better solder for more or but you can pay cheaper for weak solders.

2
OXCE Support / Re: Filtering hired soldiers at Recruitment??
« on: Today at 05:26:15 pm »
Edit game files and change soldier minimum stats. And make the hiring cost 5x higher. Problem solved.
This is bad idea, do not touch game files, create dedicated mod that change it, and if I recall correctly this idea float around
and is possible there is mod that do it already.

3
I agree, no. But there is a path in any other direction, and we happily march in all directions at the same time.

I will simply not pollute game with hundreds configs that could even contradict each other because every one was demand by some modder.
Why not add `sellPriceCoefficient2` or `sellPriceCoefficient3`?
You wanted precise control over prices, here you have. You have near absolute control over what price are and only limits are to prevent breaking game.
If you do not want spend effort to learn basic of y-script, why we should spend our effort to fulfill your requests?

Beside any serious game engine have script capabilities.

4
OXCE Bugs / Re: BUG: Not Enough Workspace Avail Loop ∞
« on: May 17, 2024, 02:22:35 am »
Thanks :)

For older games I suggest checking out Another World, mainly because it was a technical marvel, you could say it was one of first "cinematic" games.
Most intriguing aspect was that game use virtual machine (like java or C#) to implement game logic, to port it to different CPU you need only
reimplement interpretator  instead of wringing every thing from scratch.

5
OXCE Bugs / Re: BUG: Not Enough Workspace Avail Loop ∞
« on: May 16, 2024, 11:08:06 pm »
Should be fixed in OXCE 7.12.8

6
OXCE Bugs / Re: BUG: Not Enough Workspace Avail Loop ∞
« on: May 16, 2024, 11:10:26 am »
Could you describe precisely what steps you need do to get to this loop?
Save from before this would be helpful too.

7
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 15, 2024, 11:48:55 am »
Small breaking change OXCE 7.12.7 with recent script hook, I fix typo in one script arg.

8
Basic info about script is available here: https://www.ufopaedia.org/index.php?title=Script_(OpenXcom)

For functionality, yes, you can return arbitrary price, this mean disable default scaling, add custom scalling is possible too.
Scripts hooks itself expose:

`cost_current` -> current cost, after difficulty coefficient and possible change by other scripts hooks
`cost_base` -> original cost from item ruleset
`difficualty_coefficient` -> difficulty multiplier,

to have always control over default behavior.

[ps]

I see I make typo in `difficualty_coefficient`, I probaby soon push new version that will fix it as there is not lot of mods that depend on this.

9
This should be available in OXCE 7.12.6

Code: [Select]
extended:
  scripts:
    sellCostItem:
      - offset: 12
        code: |
          var ptr Time t;
          geoscape_game.getTime t;
          t.getDaysPastEpoch cost_current;
          mod cost_current 100;
          add cost_current 100;
          return cost_current;
This is very dumb version that set all items cost to values from 100 to 200 based on current day.

10
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 12, 2024, 06:13:19 pm »
@Ethereal I do not look on this part of code but I would guess that only direct damage give exp, commendations are separate mechanic that have different way to track kills, and this is why behind difference.

On other hand, I push new script hooks for items buy and sell prices, now you can arbitrary change price of any item (global date can affect price too!)
If someone will be determined it could add daily fluctuation of prices that will change at "random" each day (but two cravats, you need roll your own "random" logic as game random is not available in this hook and yours sells do not affect  price as its not exposed to script yet).

11
OXCE Support Y-scripts / Re: Reshading BattleUnits
« on: May 12, 2024, 01:17:17 am »
Objects cast shadow under it and make tile darker than rest of map. And this can stack and make places more dark.

12
OXCE Support Y-scripts / Re: Reshading BattleUnits
« on: May 12, 2024, 01:02:18 am »
What if unit is in dark place during day?

13
OXCE Support / Re: Starting base available space question
« on: May 10, 2024, 12:57:59 pm »
No, this need be in hangar as storage difference is because of how OXCE handle crafts weapons.
Beside hangar as build is fine to store anything by definition (as it can easy store whole craft with all hardware need to support it).

If you do not like it, make mod and change it.

14
Also, alcohol should need some time to mature, without runts' involvement. :)
but should reserve space too, then question is when space req should be checked?

15
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 04, 2024, 06:51:50 pm »
there is no possibility for `.sh` file, as this is BASH script not binary, OXCE can only be binary.

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