OpenXcom Forum
Modding => OpenXcom Extended => OXCE Suggestions DONE => Topic started by: Meridian on April 02, 2016, 05:33:48 pm
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For all your conversion needs:
(download will be available soon)
missionRatings:
2000: STR_HOLYSHIT
1000: STR_EXCELLENT
500: STR_GOOD
200: STR_OK
0: STR_POOR
-200: STR_BAD
-500: STR_WORSE
-1000: STR_TERRIBLE
-2000: STR_HORRIBLE
-1000000: STR_PATHETIC
monthlyRatings:
10000: STR_MERIDIAN
5000: STR_AWESOME
2000: STR_BRILLIANT
1000: STR_EXCELLENT
500: STR_GOOD
0: STR_OK
-1000: STR_BAD
-1000000: STR_JOKE
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Hi! I'm new, so sorry for the probably stupid question. I downloaded the modded executable, but I can't figure out how to enable this. Also, my goal was to try to get rid of the military strike for bad performance, basically removing the lose condition. Am I barking up the wrong tree?
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Under mods menu, change X-Com/TFTD game type to X-Piratez.
Also you don't get a strike for bad performance. You only get it for running out of $$$. And removing it is not an option.
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Ohhhhh. That is actually super helpful. I can work with that. Thanks!
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Under mods menu, change X-Com/TFTD game type to X-Piratez.
Also you don't get a strike for bad performance. You only get it for running out of $$$. And removing it is not an option.
I am not aware of option to remove strike for bad performance.
You still lose the game if you perform badly for two consecutive months.
If you're interested I can make that optional...
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That would be cool, but probably put it near the bottom of the to-do list :P
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I would really like it if I could remove the strike, but now since I can edit the values...
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I am not aware of option to remove strike for bad performance.
You still lose the game if you perform badly for two consecutive months.
If you're interested I can make that optional...
I would certainly love the option to get rid of the strike, cause when gov think we are not dangerous than they should not come looking for us unless we attack government ships. And also the option to get funding back when we become more dangerous score wise that is. Thus if we can live on selling things we can make to meet expenses, we should be considered pirates who trade by day and fight by well any time we want :P . Thus the lose condition becomes that we run out of money for 2-3 months or attack government ships and when they feel threatened by our attacking their ships they bombard strike us as usual but only with negative score because they think they can take us out if large positive score they are scared of us to attack us.
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Sounds reasonable, score condition should be switchable. I'd also remove the money lose condition, but that'd need engine change: if you're above your maintenance by 23.55 of the last day of the month, the game should stop, take you to the basescape, and force you to sell stuff until you have enough $$$ to cover your maintenance cost. If you can't (highly unlikely), then the only option out is the 'resign' button.
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Bad performance should generate a govt retaliation mission on a random base, preferably one that never shot down anything.
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Sounds reasonable, score condition should be switchable.
Next version.
I'd also remove the money lose condition, but that'd need engine change: if you're above your maintenance by 23.55 of the last day of the month, the game should stop, take you to the basescape, and force you to sell stuff until you have enough $$$ to cover your maintenance cost. If you can't (highly unlikely), then the only option out is the 'resign' button.
With a single base that would be quite easy (could work similar to storage limits).
However, the user should be able to sell from all their bases, which makes it more complicated (GUI/usability-wise).
The alert is a good idea though, I will add a user option (by default turned off since people don't like popups, right?) to warn you about going into minus next month... one day before end of the month.
In the meantime, we can think how the "forced sale" could work so that it is intuitive enough.
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Popup going up at nauseam until you manage to get your maint payable + instant game over if you somehow don't :)
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Well could bases be made to jump on selling screen so we sell from our choice of base?
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In the meantime, we can think how the "forced sale" could work so that it is intuitive enough.
Can't you just get a popup at 23:59:55 that says: "Loan sharks be on da prowl for us, capt'n! We be owing them YY$$!! If we don't pay da bills, we'll be walkin' da plank and they'll take off with the ships and all the loot!"
Then 2 buttons: Go to base (then you can hopefully sell enough stuff) or resign. After going back to geoscape from basescape, or hitting resign, the 5 seconds increment, you get the report and it's game over (or not if you managed to sell enough stuff).
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So far, just a friendly warning on the last day of the month...
STR_ECONOMY_WARNING: "The funds ({0}) and income ({1}) are low and the maintenance ({2}) too high! Sell something to avoid penalty... recommended value of sales: {3}."
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Looks nice! (I hope Dioxine picks up my message for Piratez :P)
Only critique: Would a "go to base" button be possible instead of the "ok - 5 sec"? You either don't care and continue what you were doing, or care and go to base to sell stuff, no?
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An alternative suggestion:
When your funds are negative, the timeframe is locked at 5s and cannot be set to anything faster. This would be the only penalty for having negative funds.
This makes it easy for the player to sell stuff from any base (including base facilities), and even gives them a chance to raid any existing wrecks or the like if they have some easy way to raid stuff for cash.
The only problem, I guess, is that someone who has completely lost the game due to lack of funds might be tempted to try and continue at 5s, since it might not be clear that you're not supposed to do that. (And that the appropriate response if you can't scrounge up the funds is to give up.) Maybe replace the faster time buttons with a "give up" button or something.
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That's too vicious IMO :) Also, unneeded. You can ALWAYS make enough sales to get in the positive. If anything else fails, sell buildings: you get a hefty return and your maintenance drops. You can also sell a ship (if you have more than 1). They fetch millions, and cost major maintenance. If anything else fails, scale back your operation a bit. You will be able to build up again once you get some cash from raids.
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Next version.
Meridian, is "score strike switch" already in mod? Or not yet?
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Meridian, is "score strike switch" already in mod? Or not yet?
Not yet, sorry, I'll put it on the top of the todo list.
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Not yet, sorry, I'll put it on the top of the todo list.
Thanks! You are the best! For the long time i want to try X-Piratez without "score strike"!
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In the meantime, both score penalty and economic penalty have been unhardcoded in vanilla by SupSuper.
They will get into OXCE/OXCE+ eventually.
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The negative money lose condition was a bit of an inconvenient surprise for me today. I've been posting in other threads about how I'm rolling in cash this game, so I was amused to see that I got an auto-lose at the end of the month. :-[
(https://openxcom.org/forum/index.php?action=dlattach;topic=4466.0;attach=22660)
I'm running at a huge monthly maintenance deficit, but can easily fill the gap by selling some loot. I'd just forgotten that my creditors had warned me on the previous month not to go negative again. Fortunately, the last autosave for pretty recent. So I just sold a few things and was fine to play on.
I'm thinking that it might make sense for the negative money checks to be done before the maintenance costs rather than after. ie. It might make sense to auto-lose if you've been at negative money for the entire month; but losing because you dipped negative just for the very start of a month is a bit harsh.
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That's the vanilla X-Com core mechanics, it's always been like this.
So if you want it changed, I think you should go to the main branch.
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That's the vanilla X-Com core mechanics, it's always been like this.
So if you want it changed, I think you should go to the main branch.
I right now thinking on changing that in Extended. Probably biggest difference would be that you will last one moth longer before you get terminated.
This will simplify gameplay but it will not reduce difficulty level.
Another change could be simply to change rules to terminate you when you simply in negative on end of moth, before maintenance is subtracted.
This will give yous similar time "to live" when you have financial problems.
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This should definitely be made optional. The fun of Xpiratez comes from not being as frantic as Enemy Unknown. You shouldn't be penalized for taking things easily. Just have people stop paying you protection money.
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Sounds reasonable, score condition should be switchable. I'd also remove the money lose condition, but that'd need engine change.
This is now implemented in vanilla and merged into OXCE 3.5
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So far, just a friendly warning on the last day of the month...
STR_ECONOMY_WARNING: "The funds ({0}) and income ({1}) are low and the maintenance ({2}) too high! Sell something to avoid penalty... recommended value of sales: {3}."
The income part now considers also the monthly performance bonus... but calculated on data from previous day (e.g. not January 31st, but January 30th).
This should improve the prediction significantly for mods which use performance bonus... there can still be a slight deviation caused by the activity during the last day, but it should be quite negligible.
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That'll be a lovely QoL adjustment. The 'low on money, better sell loot' is good as it is but now we don't have to sell as much loot to balance out into the green.