OpenXcom Forum
OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Suggestions DONE => Topic started by: B1ackwolf on March 11, 2024, 06:13:29 pm
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(TL;DR): Is it possible to add an option to manually decide whether a UFO is intact (landing assault) or damaged (crash landing) in the mission generator?
Hi, first off, thank you for your hard work on the game. I'm wondering if it's feasible to introduce a checkbox or slider that allows players to define whether an UFO is intact (simulating a landing assault mission) or damaged (simulating a crash landing site). In my ideal scenario, this slider would function similarly to the light/illumination level meter, located in the space below the map swapping dropdown button. It could range from pristine/intact on the left to almost annihilated/obliterated on the right.
The reason I'm suggesting this is twofold: firstly, it would give players greater control over the type of mission they want to play. Secondly, it's personally beneficial to me as I'm currently trying to compile a spreadsheet detailing the average amount of materials recovered from UFO missions. However, the high degree of randomness involved, combined with the variability in UFO layouts and the need for multiple reloads to ensure only intact UFOs are encountered (even when using debug features), is causing a significant waste of time :( .
Is this feature possible to implement? .
Thanks once again for your efforts, and I'll patiently await your response.
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Do you mean this:
https://www.ufopaedia.org/index.php?title=UFO_Recovery_Values
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(TL;DR): Is it possible to add an option to manually decide whether a UFO is intact (landing assault) or damaged (crash landing) in the mission generator?
Yes, but I don't know where to put it.
... located in the space below the map swapping dropdown button.
That space is already occupied by the TFTD "depth" slider, or by the UFO "globe texture" dropdownbox, or sometimes even both.
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Do you mean this:
https://www.ufopaedia.org/index.php?title=UFO_Recovery_Values
Thank you for the suggestion, it's certainly helpful. However, my mod completely overhauls the UFOs, introducing numerous layout variants and significant deviations from vanilla parameters like dozens of extra walls and props. Nevertheless, I appreciate your input.
Yes, but I don't know where to put it.
That space is already occupied by the TFTD "depth" slider, or by the UFO "globe texture" dropdownbox, or sometimes even both.
OH RIGHT, i totally forgot about TFTD. Yeah, scratch that, well, im glad to know this is the bucket list of stuff that might appear.
I'll keep finding my way with RNGesus for now. Thanks for your answer, really appreciated.
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That space is already occupied by the TFTD "depth" slider, or by the UFO "globe texture" dropdownbox, or sometimes even both.
Is it then possible to make two items to choose from in the list of missions for each UFO? One for a UFO that landed safely, and the other for an emergency landing - with "(crash)" attached to the name. Then the player will simply choose which option he needs.
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Implemented as a small toggle button in the top-right corner, see screenshot.
Button pressed = crashed UFO
Button not pressed = landed UFO
Button not visible = original random fifty-fifty behavior
The button can be turned on/off using the F11 hotkey.
The button is invisible by default.
If you have debug mode turned on (in options.cfg), the button is visible by default.
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Implemented as a small toggle button in the top-right corner, see screenshot.
Absolutely wonderful, i'll check it out when i get home later this day :) :)
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Implemented as a small toggle button in the top-right corner, see screenshot.
Button pressed = crashed UFO
Button not pressed = landed UFO
Button not visible = original random fifty-fifty behavior
The button can be turned on/off using the F11 hotkey.
The button is invisible by default.
If you have debug mode turned on (in options.cfg), the button is visible by default.
After playing for a while, this button ANNOYS me more and more every day.
I'll need to figure out how to make it (even more) disabled by default and still make it discoverable. Probably an advanced user option?
Moving this suggestion back to NEW.
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Considering it's disabled for an average player (needs debug: true), I personally think it's fine as is.
Sadly, no idea how to make it less noticeable but still noticeable.
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Considering it's disabled for an average player (needs debug: true), I personally think it's fine as is.
Yes, that solves it for most players.
But not for me; I need `debug: true` for my everyday development/testing.
And I really dislike that button.
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It's a completely wild idea, but would it be possible to replace it with the UFO/crash site marker? Green for not crashed, white for crashed.
It's probably completely off, palette wise, but I dunno, maybe something can be done.
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I think it would be best if the button stayed invisible by default even with debug: true
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Added a user option and renamed the button.
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I think it's neat and tidy.
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One more improvement, to be able to define the default value (crashed or landed).
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Is this feature compatible or easily adaptable to another feature request “UFO having separate crash map block from landing map block” after getting shot down in campaign game?
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Is this feature compatible or easily adaptable to another feature request “UFO having separate crash map block from landing map block” after getting shot down in campaign game?
those 2 features have nothing in common
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Thank you for the clarification. Much appreciate the reply.