OpenXcom Forum
OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Suggestions DONE => Topic started by: Ethereal on December 16, 2023, 10:45:23 pm
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- Soldiers and vehicles as modifiable craft stats (by WarStalkeR):
craftWeapons:
- override: STR_STINGRAY
stats:
soldiers: 2
- override: STR_AVALANCHE
stats:
soldiers: -4
- override: STR_CANNON_UC
stats:
vehicles: -4
Change can be positive or negative. This mean some weapons (when negative) eatup unit storage in craft.
By default when you set `soldiers` in craft, it become and you can't go higher. You need add `maxUnitsLimit` to override this limit and
have more potential space for solders if you add "cargo pods".
As we say in Russia, “once there’s such a drinking session, cut the last cucumber.” I suggest adding “maxItems” and “maxStorageSpace” there too, for a complete set. :)
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1/ How do you want to prevent a situation where craft with infinite storage becomes limited after equipping a weapon.
For example:
- Skyranger without a weapon has `maxItems: 0` meaning infinite storage
- Skyranger with a weapon that has `maxItems: 5` will have storage of 0 + 5 = 5, i.e. no longer infinite, but very finite
Should I exclude craft with default infinite storage somehow?
2/ Similar question for craft with finite storage becoming craft with infinite storage.
Example:
- Skyranger without a weapon has `maxItems: 100` meaning finite storage of 100 items
- Skyranger with a weapon that has `maxItems: -100` will have storage of 100 + (-100) = 0, i.e. infinite storage
Should I handle this case somehow?
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1) Yes, of course. Ships with "maxItems: 0" should ignore this weapon bonus.
2) There must be a check. If the ship has the "maxStorageSpace:" parameter, then a similar weapon bonus works. If not, the bonus is ignored.
I have plans to use both bonuses in one weapon, or rather in a module that will be used by both landing and cargo ships. Landing ships have only “maxItems:”, cargo ships only “maxStorageSpace:”, and there will be one weapon/module for both classes of ships.
Oh yes, there should be no negative values. Just to avoid mistakes. I won't need negative values, but others may need them. It's up to you.
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Done.
Also, defaults have changed.
New default for craft maxItems = 999999
New default for craft maxStorageSpace = 99999.0
Defaults for craft weapons are 0 and 0.0
Sample ruleset:
crafts:
- type: STR_SKYRANGER
weapons: 2
maxItems: 10
maxStorageSpace: 5.0
craftWeapons:
- type: STR_STINGRAY
stats:
maxItems: -2
maxStorageSpace: -3.0
https://github.com/MeridianOXC/OpenXcom/commit/776d618ef7f70048edc471c5358764772df05932
https://github.com/MeridianOXC/OpenXcom/commit/92b66ec926e4cd11f10f0d0f2005de6db192e1de
https://github.com/MeridianOXC/OpenXcom/commit/d529b469354dbad8831606bd11195570812cdf34
PS: if the craft already starts with a wrong number of items, the weapons are not removed automatically... since it is less critical than let's say wrong soldier slots and doesn't lead to crashes
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Interesting solution. Thank you.