giveScoreAlsoForResearchedArtifacts: true # default is false; when true researched artifacts and interrogated prisoners still give full score in debriefing
armors:
- type: STR_FLYING_SUIT_UC
allowsMoving: false # disables all kinds of movement, except for turning around on the spot
- Don't use piloted interceptors in New Battle mode
Is this about geoscape or battlescape? Can elaborate on what that means?
It means that interceptors that support just a few soldiers/pilots, and have "allowLanding: false" will not be available to use in the combat simulator (New Battle mode).
or make the same fuel tank's capacity vary by the craft it's mounted on? It that what you're suggesting, Reaver?As far as I understood his idea, he suggests changing the fuel efficiency, and not the amount of fuel itself. The use of some parts increases the amount of fuel, the use of other parts increases the flight distance by a certain percentage (through multiplication) with the same amount of fuel. Therefore, in the formula there is an addition (for additional fuel tanks) and multiplication (for engine improvements). But maybe I did not understand him that way.
I somehow fail to understand the examples.
For example, if a craft had fuelMax 60 and you mod it to have fuelMax 20, it won't be 80... it will just be 20.
If you can please rewrite the example with real ruleset attribute names (instead of "fuelStorage", "mod stat|fuelMax" etc. ) and real values, it would help me understand it.
Also, the formula is wrong, no matter how I look at it... aircraft's net fuelMax is just its fuelMax plus fuelMax of all its equipped "weapons".
So X = Xa + (Y1 + Y2 + Y3 + Y4), where Y1-Y4 are fuelMax of the equipped weapons.
Your variables A and B are nowhere in the formula, and I don't even know what Xb is supposed to be.
crafts:
- type: STR_INTERCEPTOR
fuelMax: 800
refuelRate: 50
weaponTypes:
- 1
- 1
- [0, 1, 2]
weaponStrings:
- STR_AIR_WEAPON_SMALL
- STR_AIR_WEAPON_SMALL
- STR_AIR_WEAPON_MEDIUM
- type: STR_UPGRADE_FUEL_TANKS_A
stats:
fuelMax: 200
launcher: STR_UPGRADE_FUEL_TANKS_A_UG
weaponType: 1
- type: STR_UPGRADE_FUEL_TANKS_B
stats:
fuelStorage: 6
launcher: STR_UPGRADE_FUEL_TANKS_B_UG
weaponType: 1
EDIT:My suggestion would have that effect.
or make the same fuel tank's capacity vary by the craft it's mounted on? It that what you're suggesting, Reaver?
As far as I understood his idea, he suggests changing the fuel efficiency, and not the amount of fuel itself.I am interested in such a feature, but it wasn't my primary suggestion. I was suggesting a feature which would give an amount of fuel that is altered by the craft's fuel efficiency (specifically multiplied by its refuelRate attribute).
My suggestion would have that effect.
craftFinalFuelMax = craftFuelMax * ( 100 + slotA.fuelMaxPercentage + slotB.fuelMaxPercentage + ... ) / 100
_selection->blitNShade(this, 0,0);
New _selection->blitNShade(this, _selection->getX(), _selection->getY());
Seem to solve the issue.Awaiting to confirm this in order to PR an OXCE-updated inventory per armor feature (see OXC PR1210)...
I've seen this in OXC and I need to have a closer look at it... but most likely I will take it into OXCE.Adapted already for OXCE (I hope ;))... PR 20...
And after a bit of testing, it will probably be merged to OXC as well.
Can you please teach me/us how to "steal" some mods from the truly amazing megamods out there? For example, I would just like sniper rifles addes to the vanilla, or maybe a gym.Below I have attached an example mod containing the .308 Sniper Rifle from The X-Com Files total conversion mod. Download it, install it, and pop open the ruleset in notepad++ so you can follow along as I explain how I built it.
terrains:
- name: XBASE
addOnly: true
mapDataSets:
- BLANKS
- XBASE1
- XBASE2
- XBASE3
- BATHWALL
- BATHBITZ
mapBlocks:
- name: XBLW_01
width: 10
length: 10
- name: XBLW_02
width: 10
length: 10
- name: XBLW_03
width: 10
length: 10
- name: XBLW_04
width: 10
length: 10
- name: XBASE
mapDataSets:
- BLANKS
- XBASE1
- XBASE2
- XCOMWALL
- XCOMBITS
OpenXcom is supporting only 8bit graphic
Since when? Maybe we should go back to the way it was? In version 5.0 such mess was not.
I mean, it would be nice to undo all the changes in image support that have been made since version 5.0.
For what reason?
Did something break?
(except for not loading 24bit images... which were not and still are not supported)
I don't know what the arguments, but... I have nothing to replace the images that are not working in the new version. That's the whole point. Apparently I will have to continue using version 5.0.
You don't know how to convert them into 8bit graphics?
I can help with that if you want... I assumed all modders know how to work with xcom palettes.
I made a small tutorial for luke83 here, maybe it helps you too: https://openxcom.org/forum/index.php/topic,6750.msg107256.html#msg107256
items:
- type: STR_GRENADE
floorSprite: 100
scripts:
selectItemSprite:
if eq blit_part blit_item_floor;
set sprite_offset anim_frame;
mod sprite_offset 3;
#debug_log 1 anim_frame;
#debug_log 2 sprite_offset;
end;
add sprite_index sprite_offset;
return sprite_index;
I don't know what the arguments, but... I have nothing to replace the images that are not working in the new version. That's the whole point. Apparently I will have to continue using version 5.0. Until find a replacement.
@Ethereal
I have converted all 24bit images from your mod (the latest available on the forum) to 8bit images.
You can find them in the attachment.
I can help with that if you want... I assumed all modders know how to work with xcom palettes.I guarantee you less than half of modders, by number, know how to work with X-Com palettes. Remember, this is OpenXcom, an incredibly easy format for non-programmers to get into.
Confirmed, it's any weapon that uses the 'special weapon' code, separate from the vanilla 'psi button' reserved for being able to use Psi Panic with mind controlled aliens - the action of clicking on the button continues on to whatever is below the button when you cancel the menu. You can see this if you click on the button not on a unit, it'll bring up the movement preview if you have that option on, or start moving the unit if you don't have it on. I'm testing a fix right now.
Any news on that fix? or does this not affect vanilla MC/Psi?
Fix is now available (PC version only for now).
The bug doesn't affect vanilla MC/Psi.
@MeridianNot that, i'm just wanting to try the 2018-12-22 version out at 10:00 AM just to be its schedule for later, meaning i got 3-4 hours til 10:00 AM.
You need professional help. Really.
Is any option to disable hunter alien UFOs who randomly attack and destroy my transport and scout ships in Area 51 mod? Last time my Skyranger was killed when I returned from successful mission. I like this project because of a lot little great features in compere with original openxcom, but those hunter UFO's completely annoys me.
EDIT (SET AS REMINDER!!! :o):
Uh, Houston. We got a big a$$ problem.
The geoscape radar systems in OXCE has a bug, but never been fixed. Take a look at the image i've did using snipping tool app instead of F12.
(https://openxcom.org/forum/index.php?action=dlattach;topic=6586.0;attach=40678;image)
See, messed up radar bug in OXCE.
That bothers me with the older OXCE version i'm playing instead of the newer version.
What a bad relief. :-[
It's not a bug, it's a feature.Okay i see.
And it comes from OXC, not from OXCE.
Today I discovered a bug (not sure) - if you escorting you transport ship on the mission and get attacked by alien hunter UFO, both aircrafts lose their destination after successful dog fight and turning back to their base, so you need point you Skyranger again on mission objective at the map and re-escort it with you Interceptor.
Hey Meridian, how about returning to base not only soldiers from destroyed Skyranger but their equipment too, at least what they're carrying on themselves? It's kinda unfair what they're evacuates but drop their staff. Just suggestion anyway.
Why don't they remain at the crash site and wait for X-Com to pick them up?
Here's an idea:
They wait at the site. If you do pick them up, you get to keep anything that survived the crash. But as long as the site waits there, aliens might go after it, and if they get it, you lose points for all soldiers lost to the aliens, and for all equipment the aliens recover. So if you decide you don't think you can make it (or you see a UFO heading for them), then you can remotely command the site be destroyed. If you issue that command, the site will disappear, all equipment will be lost, and the surviving soldiers will make their way back to base on their own over several days.
Nice idea.As a suggestion, I can state the idea that came to me when the UFO Hunters-Killers were added. It is somewhat simpler, maybe it will not be so difficult to implement it. The idea was to equalize the capabilities of people and aliens, not only in air combat, but also in ground combat. Now people can attack downed UFOs, and aliens cannot attack people from a downed transport worker. So, the idea was that the Hunter-Killer should have another property - can they sit down after people from a downed transport worker. It makes sense to assign this flag to big Hunters carrying many aliens and terrorist units. Small ones, with a small detachment of aliens, have little chance of winning, so the flag is not assigned to them - they only shoot down planes. So, if the Hunter-Killer knocks down an X-Com transport, then if he can, then he descends after the survivors and lands. At the same time, the soldier scatters around the battlefield (they parachuted with parachutes and did not have time to group themselves), and from their weapons and equipment they only had what had been assigned in advance. There was no equipment window before the fight, but the one that was already assigned was fastened to the uniform or was at hand, so professional soldiers could grab this weapon when leaving the ship. The aliens themselves are partly inside the UFO, partly manage to disperse across the battlefield (as they do now when attacking a stranded UFO). However, many people may be at a disadvantage, surrounded by enemies. The initiative of the first move will be for attacking newcomers, but the X-Com soldiers will have the opportunity to respond to the return fire, as it is now on the first move in a normal battle, only the sides change places. Opportunities to evacuate people do not have - refusal from battle is a recognition of defeat. In case of victory, soldiers can use the help of local allies to return to the base, but lose all trophies (they are picked up by the local army or whoever is there), and their equipment is destroyed, according to the instructions. That is, the return will still not be fast, all equipment is lost, only the battle is added, in which the soldiers have to defend their right to life.
Too much work, not interested.
The modder can allow you to put defensive weapons on your transport, and it is entirely up to them how durable your transports are and how rough the HKs are. If they are sending battleships at your transports which chase them down at high speed and pulverize them rapidly, then I think it was the modder's intent to make you feel that your transports are not sacred. I would respond by selecting one of the following options:
1.) purchase multiple cheap transports, troops, and equipment sets
2.) play a different mod
Well, it's not like I've ever actually needed to use this, but I dig this [self-destruct!] button idea for the sheer awesome potential. :DPotential for awesome misclicks? :P
[16-01-2019_00-52-17] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[16-01-2019_00-52-17] [FATAL] 0x88db20 OpenXcom::CrossPlatform::stackTrace(void*)
[16-01-2019_00-52-17] [FATAL] 0x8911b0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[16-01-2019_00-52-17] [FATAL] 0x401750 signalLogger(int)
[16-01-2019_00-52-17] [FATAL] 0x76f653b0 RtlCaptureStackContext
[16-01-2019_00-52-17] [FATAL] 0x76f46540 RtlGetAppContainerNamedObjectPath
[16-01-2019_00-52-22] [FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
But you probably already found what the Interceptor 3 has NO weapons. I forgot equip it after I bought it. That's why I think OXCE crashes. Now the questions:Now the questions:
1. Is this a bug?
2. Could be it fixed if weapon(s) (both or only one, dependence on type of you aircraft, or just how many you decided to equip) missing?
2/ fixedUmm... replaced files from latest 15th January archive but game still crashes there, or you haven't uploaded fixed version yet? I guess it should be at least 16th or later data, since I'm posted during night and you replied later.
Got it! Wow self destruct, this is something new and funny. :) Thanks for fast fix and reply. By the way, new question regardless dog fight phase - when it starts there is no more option to minimize window and go to world map. Is it possible to add this in case if you forgot send you escort from nearest base? But I guess this is will break game algorithm and mechanics. Just a question, anyway ;)
P.S. Sometimes slave-piloted tanks disappear from FORTUNA on missions, going to ckeck it once again and write a bugreport.
In the next OXCE version, 2x2 soldiers will always be deployed first, ignoring their position in the list.
They won't disappear anymore, but you won't be able to define their exact position anymore (for example you won't be able to move them to the craft's rear end).
Do not quite understand, it will apply to all 2x2 player units, including HWP, or only a big soldier?
This is taken into account?
Is anyway to change % of Hunter Killers UFOs dependence on difficulty? Interesting on both parameters: % that UFO what you encounter has chance been HK and % of their hunter attack missions. if it possible, what changes I need make in rules set files?
Thanks for fast reply. Any plans of this feature in future releases? Is it even possible with current rules set format?
I have discovered some interesting bug (or not?) with liquid oil explosion on those kind of maps:
(https://i.postimg.cc/D4KVWmLz/screen026.png) (https://postimg.cc/D4KVWmLz)
If you shoot it, it will explode with long chain, blow, blow, blow.... etc. Sometimes it took 2-3 real life minutes to finish. If you shoot same in classic openxcom, it exploding faster. You can compare yourself, if you want, I'm attaching save file. Now the question is it little bug or just a feature of OXCE?
Questions about difficulties: have you changed rate of alien psi control attacks
weapons powers
and armor behavior and etc in compare with open xcom version.
I'm replaying area 51 on veteran but failing due to incredible psi attacks.
Interesting changes in amount of aliens in every mission too. I mean how many will be generated in their ships, bases and terror (council) missions.
There was a bug in psi attacks between versions 2019-01-03 and 2019-02-22.Got it! Upgraded. Testing now.
If you have a version older than 2019-01-03 or newer than 2019-02-22, psi attacks work the same as in vanilla.
Otherwise, please upgrade.
That's responsibility of Area 51, not of OXCE.
Thank you for fast response and your answers.Got it! Upgraded. Testing now.
By the way - double stats strings on newest version 5.3.2 (2019-03-18)
"cwmcwm" on screenshot:
(https://i.postimg.cc/XXrNdYrm/screen029.png) (https://postimg.cc/XXrNdYrm)
Some suggestions and questions about soldiers sorting order. Now we have a lot of options, like sort by accuracy, strength etc... But all of them has order from lower to higher. But I'm often like to use opposite effect from higher to lower. Of course, I can do it manually, but may be option in future releases? Or it's already exists and I'm just missing it?
New OXCE v5.3 is up.Great. But where can i get more info about thi? Is there discussion, or maybe an example mod?
- Added script support for stat bonuses, including:
* Items: damageBonus, meleeBonus, accuracyMultiplier, meleeMultiplier, throwMultiplier, closeQuartersMultiplier
* Armors: psiDefence, meleeDodge, recovery (time, energy, morale, health, stun)
armors:
- type: STR_NONE_UC
recovery:
time: |
unit.tuBonusStats bonus 50 10 0 0; #same as old `tu: [0.05, 0.01]`
add bonus 5; #similar to old `flatOne: 5`
limit_upper bonus 100; #impossible in old version, now TU will never reach more than 100 per turn
return bonus;
extended:
scripts:
energyRecoveryBonusStats:
- offset: 1
code: |
div bonus 2; #all units have only half energy regeneration
return bonus;
Inventory is still off limits for scripts, you have only access to left and right weapon.
if you run game with debug and verbatim or some thing like that, script engine will do full dump of all possible functions avaialbe in each script.Please, can you provide an example?
Please, can you provide an example?
full dump attachedThis is a great info. Many things to think of, thanks.
full dump attached
Is there any reason the the sorting option "First Letter" isn't fully alphabetical? I mean, it's REALLY close, but not quite.
"I have approximate knowledge of many things"
What did you do with the sound in the latest version? After the upgrade has changed the sound of death of Sectoids and shock plasma. I didn't do anything myself. I really do not like these changes and please return the sound settings to their original state.
P.S. In general, I found the original sounds in the "wav" format and the situation ceased to seem the End of the World.
P.P.S. Apparently the problem is reading."cat" file.
Can you share the CAT file that is causing the problem?
(or the entire content of your SOUND directory and your options.cfg file)
Hi, i have openxcom version on pc and openxcom extender android on tablet, could i play between platforms without problems? Or will i change openxcom on pc to openxcom extender?
Thanks in advance
You can transfer your saves from openxcom to openxcom extended without problems. From PC to Android.
But if you transfer saves from openxcom extended to openxcom (from Android to PC) you will lose some information.
I would recommend updating your PC to openxcom extended too... but the decision is yours.
Thanks a lot, I'll do that.
Another question, if I install oxce I will have to patch games manually or is like openxcom?
Thanks in advance
Meridian, do I have to dig at myself in order to identify the problem of sounds, or will there be a bug fix in the next version of OXCE?
It's the same like downloading openxcom nightly as zip.
I am not a programmer. But apparently there is an offset when playing a sound in the file "cat", in the folder "\ openxcom \ UFO \ sound". If you take the files "cat" from here https://openxcom.org/forum/index.php/topic,2727.msg28562.html#msg28562 , then the sound will be strange, although this is the way out. But there the file size is smaller than from my version of the UFO, and some sounds may not suffice (did not check completely).
It is possible, as an option, to integrate this mod https://openxcom.org/forum/index.php/topic,2044.msg19770.html#msg19770 into OXCE and forget about this problem.
Hi, I have another question. Where is cfg file?
It's for copy it to pc, phone and tablet, to have the same options.
Thanks in advance
%Documents%/OpenXcom/options.cfg
Another question, how can i donate? I already donate 5€ to openxcom and i want to donate to OCXE developer too.
Something I can not understand - and in the display of the ship’s readiness status, does the "refuel \ repair Rate" count or is it a display of total readiness taking into account repair, reloading and refueling?
It's all of them added together, plus an additional hour many times, for reasons unknown to me. (rounding issues?) Each craft has exactly one thing done to it at a time, so each of the weapons gets rearmed individually.
You can donate here if you want: https://www.patreon.com/meridian
Or if you prefer PayPal I can PM you the email address.
Donations are of course strictly optional, and you should only donate if you feel comfortable doing so.
A couple of nice words will have the same effect :)
Donation accomplished :)
It's all of them added together, plus an additional hour many times, for reasons unknown to me. (rounding issues?) Each craft has exactly one thing done to it at a time, so each of the weapons gets rearmed individually.
It's all together.
1 hour difference is caused by the fact that separate refuel/rearm/repair times are calculated rounded to whole hours up... but the actual actions are performed in 30 minute intervals; so something that takes 0.5+0.5+0.5 = 1.5 hours is shown as 1+1+1 = 3 hours (instead of 2 hours)
https://lxnt.wtf/oxem/#/Extended
O_o No information, no list of changes ... Such top-secret information?
Hi, i don´t know if it is a problem or not but when i load a game from my tablet (i play between android and pc versions) prompts a message that say i had activated mods and i will have problems. I play with same configuration in both platforms.
Can i play without risks?
If it says that then you don't have the same configuration.
Try starting a new game on PC, make a save, start a new game on tablet, make a save, and upload both saves here... we'll tell you what's different.
Thanks! I attached them.
These two are same... are you getting the warning when you move one of them to the other platform?
New OXCE v5.4 is up.I can unload the ammo directly to the ground if Shift+click. What the other option does?
- Shift+click to swap loaded ammo
- Shift+click for instant unload
EDIT:I can unload the ammo directly to the ground if Shift+click. What the other option does?
It appears there are many more keyboard shortcuts than those found in the Options Menu. Is there a page with all of the OXCE current controls available to the player ?
- TU recovery each turn is now additive (same as e.g. energy recovery), cannot go over maximum, encumberance/wound penalties are applied at the end
Wouldn't it be preferable for encumbrance/wound penalties to be applied before cumulating TUs, so a heavily over encumbered dog could build up enough TUs over several turns to drop the corpse in its backpack. (Not that such an issue happened to me :P ) Also have a minimum of 1 TU regenerated per turn.
This kind of penalty can be written using scripts - I recently re-wrote overweight penalties in the 40k mod to apply to energy instead of TUs.
No, not necessarily. I wrote a single, global script to handle this. Any exceptions can be made at the armor or item level, but the base mechanics didn't require extra script ruleset tags on every armor.
1 hour difference is caused by the fact that separate refuel/rearm/repair times are calculated rounded to whole hours up... but the actual actions are performed in 30 minute intervals; so something that takes 0.5+0.5+0.5 = 1.5 hours is shown as 1+1+1 = 3 hours (instead of 2 hours)
I'm talking about how every time the craft says X hours, X hours later it says it's 100% complete but still in-process. It seems to put the craft in ready status at the end of the first time slot for which nothing is done to it, and not at the beginning of that time slot. It works the same whether it's doing things on multiple parts of the craft or not--example, loading a weapon that takes 2 hours, it says it takes 2 hours and it properly fills ammo 4 times in that 2 hours, but the weapon will be full and the craft still says Rearming.
facilities:
- type: STR_MIND_SHIELD
mindPower: 1
- type: STR_LARGE_MIND_SHIELD
size: 2
mindPower: 6
- type: STR_ADVANCED_MIND_SHIELD
mindPower: 2
You can do it in vanilla. Disable all mods and make a new game. Take the cannon off your first interceptor, then put it back on. It'll say rearming: 2 hours. After 1 hour the cannon has 100/200 rounds, and it says rearming: 1 hour. After 2 hours the cannon has 200/200 rounds and it says rearming: 1 hour.
Can we have an option to increase the number of mind shields that a base facility may count as? For example:Code: [Select]facilities:
- type: STR_MIND_SHIELD
mindPower: 1
- type: STR_LARGE_MIND_SHIELD
size: 2
mindPower: 5
- type: STR_ADVANCED_MIND_SHIELD
mindPower: 2
Making small compact efficient bases is beautiful.
vars:
gravStacking: true
I noticed that only weapon-type craftWepons are shown on the interception window. Passive craftWeapons, such as one that grants extra speed, accuracy, and so on, are not.
Would it be possible to show them too (obviously omitting the range indicator, since they don't have any)? I think it would be useful, and especially more cool, to show them.
I guess this is sort of a selfish request, but I just finished a bunch of icons and seeing them not appear was disappointing :P.
After upgrading from a previous version i've noticed that terrain damage seems to be applied before the actual hit animation has played. Is this intended?
Terrain is change because bullet physically hit at that moment, and after bullet hit/explosion animation will play.It is thrue in theory, but explosives now looks strange. But if it needed, then it needed...
Can we have option auto set timer after dog fight to 5 seconds automatically?
Can we have option auto zoom out world map if USO could not be reached due to depth? Same if can not be reached under land. All questions consider TFTD. May be I missed something so I add it here later.
Doesn't this break vanilla behaviour/animation cycles?This is already sorted out, and tiles aren't precognitive because damage hit them at this moment. Overall gameplay behavior is exactly same as previously, only moment when animation is play was changed.
As Nord has pointed out this looks extremely odd atm, since the terrain breaks before the projectile hit animation plays out.
Might i suggest moving this change into a seperate dev-branch until this has been sorted out? I'd like to use a version of OXCE that doesn't randomly crash, but right now i'd actually prefer the game to randomly crash instead of having precognitive terrain tiles.
With what version were these changes introduced?
This is already sorted out, and tiles aren't precognitive because damage hit them at this moment. Overall gameplay behavior is exactly same as previously, only moment when animation is play was changed.Excuse me, but this seems like a pretty important change as far as animation behaviour is concerned, in a mod that prides itself on keeping/preserving vanilla consistency. Going by this you could also do away with the shooting animation entirely and just show the results instead.
This change is important in long run, because damage calculation is done first now then it can affect how explosion will play out, that is impossible in old version.
Example could be that explosion animation is played in random places even if damage do not reach that place, in new version I could add that animations is show only where damage was done.
One thing I have in mind is do not update every tile at once during explosion. Instead do it by circualr "layer" that will simulate propagate of shock wave.
Can you tell me when this change was introduced?
Excuse me, but this seems like a pretty important change as far as animation behaviour is concerned, in a mod that prides itself on keeping/preserving vanilla consistency. Going by this you could also do away with the shooting animation entirely and just show the results instead.This is priority of OXC not OXCE. When I start OXCE, my main goal was modding capacity of engine even when sacrificing original behavior.
As far as i am concerned the tiles are 'precognitive', since the only inidication that any damage has been delat is when the hit animation plays - which is does after the terrain tile is already destroyed. Damage calculation in-game isn't transparent to the player. I'd ask you to reconsider and at least give us an option to enable vanilla behaviour (for animations).People evaporate in nuclear strike before shock wave reach them.
How to solve?
About moral damage, as reportet here:
https://openxcom.org/forum/index.php/topic,4058.msg112656.html#msg112656 (https://openxcom.org/forum/index.php/topic,4058.msg112656.html#msg112656)
Moral damage, as in weapons dealing damage to moral, is multiplied by: (110 - bravery)/100
This works fine as long as the maximum bravery is 100. Since mods introduced bravery adding armors, bravery 100+ is now possible. While immunity to moral damage at 110 bravery is debatable, damage inversion for bravery >110 is clearly a bug.
How to solve? Treat everything >110 bravery as 110 (immunity) or treat everything >100 as 100? Other options?
I don't like the way bravery picks up slowly at first, but then accelerates until suddenly hitting the top. But there are some ways to work around it.
If you have weapons that deal morale damage based on bravery, then I would recommend being careful to not allow bravery to go above 110, and maybe make it very difficult to bring it above 100. Perhaps if your soldiers max out at 100, you could have a special expensive armor which grants 10 bravery. Or you could have regular soldiers max at 90 and special high-tech soldiers able to reach 100. If you allow the soldier natural max to get most of the way up, and put a high cost on adding any more bravery externally, then it's easier to manage.
Another thing you might be able to do (I assume it's possible) is to have it deal damage to morale based on its power value, or at least have a flat value added to the bravery-based morale damage. That way you can ignore the 110 bravery's natural fear immunity and be able to deal morale damage to units with much higher bravery values, as long as they don't have actual fear immunity.
damageAlter:
ToMorale: 1.0
If Interceptor used to escort you friendly craft and got attacked on the way, it's loosing his escort target after dogfight is over and turning to base. Bug?
Regarding:
"Solution 1: don't create such armors"
Why allow +bravery armors in the ruleset if that is you opinion?
"Solution 2: don't create such weapons"
Why allow "ToMorale" as an option in the "damageAlter" category, if that is your opinion? Any weapon that uses "ToMorale" displays the described behavior. I would say fix it or scrap it.
"Solution 3: use scripts to implement your own damage algorithm with whatever rules you can think of"
I don't want to create any weapons, I'm just reporting on a sign inversion bug using simple ruleset options of OXCE that are used alot in the Piratez mod.
The "ToMorale" parameter of OXCE has this scaling right now, whether you want it or not.
Monthly report, text out of screen, scroll bar in future releases may be?
(https://i.postimg.cc/NLk2d871/screen017.png) (https://postimg.cc/NLk2d871)
Let's back to dogfight speed. I don't know is this a bug or not, but if you encounter USO under land and pursuit it with fast speed (1 minute or more) as soon as it going to water and dogfight phase begins, speed of your interceptor not drops down to 5 seconds when USO successfully drowned. Can not provide any save files, you have to check it manually.
I already gave two solutions. Just limit bravery in the damage multiplier to 100 or 110. It's 100% vanilla compatible as vanilla does not allow bravery over 100 anyway.
It's a simple overflow bug where modding has enabled a variable to have higher values than vanilla intended. Same as if you mod in a weapon dealing 1000 damage and it suddenly heals and not kills.
Playing Reaver's megamod on 5.4.1, one of my bases (Turquino) has a live alien listed in the storage even though I don't have an alien containment facility for that base. Can't tell when that alien got there.
Playing Reaver's megamod on 5.4.1Always report to the mod before reporting to the base game. Also, my Faithful megamod is vanilla.
- Draw dogfight icons also for craft equipmentYay!
So morale damage is no longer inversed when above BRA 110? Not a big thing, but, EDDIE, why? Why did you do that to me? Why do you hate me? (We both know that only Piratez use >110 BRA) I just only learned about it now.https://xkcd.com/1172/ (https://xkcd.com/1172/)
Not sure what this right forum but since I'm using OXCE asking here: is it possible to add stun, wounded and other marks to 2x2 enemies like Hallucinoids? Or this is already present? May be I just missing it with my guns, so no damage signs?
Got it. Sir! It seems my weapons or missing or not produce fatal wounds.
Could you make a tweak to the ToItem attribute on damageAlter? Currently, it goes through items one at a time, damaging it until it destroys that item. I can't see a good way to use this functionality. It randomly destroys an almost-fixed number of items, regardless of how many items are on the unit(s) hit by the attack.First changing this will affect vanilla behavior, you need have good reason to do this.
I propose that ToItem causes all items held by the attacked unit(s) to be hit the same as if they were on the ground. This means, for example, that a ToItem value of 1.0 on an explosive would destroy items held by units just as though they were laying on the ground.
If the current functionality of ToItem is worth maintaining, then I propose a new value: ToAllItems
I already gave two solutions. Just limit bravery in the damage multiplier to 100 or 110. It's 100% vanilla compatible as vanilla does not allow bravery over 100 anyway.
It's a simple overflow bug where modding has enabled a variable to have higher values than vanilla intended. Same as if you mod in a weapon dealing 1000 damage and it suddenly heals and not kills.
Feature removed.
So morale damage is no longer inversed when above BRA 110? Not a big thing, but, EDDIE, why? Why did you do that to me? Why do you hate me? (We both know that only Piratez use >110 BRA) I just only learned about it now.
Assigned for Martial training aquanauts lose it if Triton was destroyed and they had arrived back to the base.
I encountered odd behaviour with The X-COM Files mod. When all non-stunned enemies want to surrender, but some who don't are on the verge of waking up, my turn ends automatically, but the mission doesn't end and enemies get their turn. The savegame and full description are here:
https://openxcom.org/forum/index.php/topic,5047.msg113748.html#msg113748
https://openxcom.org/forum/index.php/topic,5047.msg113759.html#msg113759
Engine bug?
Latest release of the mod (0.9.9c), engine from Extended-5.5-537067a0c-2019-05-30-bionic-x86_64.7z. For some reason Extended-5.5.1-723854c2a-2019-06-12-bionic-x86_64.7z refuses to work, gives errors like
"Error for 'STR_MAGMA_CHAINSAWBOT_WEAPON': offset '-3' have incorrect value in set 'BIGOBS.PCK' "
In the "monthly cost" page at "flying sub rental" and "salaries" complete lists of all types that might or might not become usable in this game are shown.
Is there a trick or option, to only show up discovered (buyable/producable/usable/discovered or something like that) types?
Asking it's here, because I think it's more engine based than mod scripts. Question about damage and ranks - I've found what new soldiers (aquanauts) often not killing enemy in one shot what usually dies of it if someone more experienced shoot them. Same for throwing grenades. So question - why it happens and what determine damage - current stats of soldier (aquanaut) or her/his rank? Thanks for patience and apologizes if that question has been already answered.
Question about damage and ranks - I've found what new soldiers (aquanauts) often not killing enemy in one shot what usually dies of it if someone more experienced shoot them. Same for throwing grenades.
Without trying to say something bad about the game or about the players: I haven't seen a game, which would spawn more myths about its mechanics than Xcom.No kidding. I recently came across my old pro-tips forum post and was appalled to see just how inaccurate it was. And I was a veteran player of several years when I posted that. Modding has really helped me to understand the game in a way that playing it could never teach me.
It says you are missing file UFO/UFOGRAPH/SPICONS.DAT
Can you check if this file exists?
Yes it is from the original.
And they are different in UFO and TFTD.
Playing XPirateZ, spotted strange bug: flares, when thrown and missed, sometimes vanish in nowhere.
It's a feature, some just fail to ignite.I honestly can't tell if you're being serious.
It's a feature, some just fail to ignite.Ah. I understand. Unclear ufopedia description though.
I honestly can't tell if you're being serious.
He's serious.Is this about the throwExplode/specialChance triggers?
The feature though is completely redundant/irrelevant IMO, feels like it's done only because it can be done, no other reason.
But maybe it's just me...
He's serious.While it has no meaning in the terms of gammeplay (maybe aside of "not again!" screams) dont forget about immersion in the world of piratez, with all that rusty spaceships and sabres&blasters.
The feature though is completely redundant/irrelevant IMO, feels like it's done only because it can be done, no other reason.
But maybe it's just me...
Or is the colouration only supposed to reflect reserved shots?
I don't know.Yeah, but somebody designed and implemented that mechanic. Was the idea behind that mechanic to not take into account kneeling costs when you start out kneeling? Was it supposed to only apply to reserved shots? Because it's not a bug if it's working as intended.
It's not like we have a specification for that, it's not vanilla.
According to ufopedia it just accounts for being able to move and fire.
Display path taken with colored arrows: green - can move and fire; yellow - can move; red - cannot move.Move and fire it is, apparently. Says nothing about kneeling.
Never actually seen anyone use those buttons, especially kneeling one.How many people have you watched, actually?
Or is the colouration only supposed to reflect reserved shots?It does reflect TUs reserved for kneeling when the operative is standing.
I don't know.Recent vanilla behaves exactly the same.
It's not like we have a specification for that, it's not vanilla.
Recent vanilla behaves exactly the same.
He's serious.That's X-Piratez's features in a nutshell. The mod uses features because they are available. I like it, because it's a one-stop shop for modding examples. X-Piratez plus the ruleset reference (fantastic work on the OXCE documentation btw) will get you enough info to type up almost any mod features short of scripts.
The feature though is completely redundant/irrelevant IMO, feels like it's done only because it can be done, no other reason.
But maybe it's just me...
I was under the impression that most people, especially veterans, used the TU reserve buttons. I use them frequently, usually to move several soldiers quickly without overspending their TUs. It's a great timesaver at times, but sometimes I turn it off because the amount I want to reserve isn't an available option.I would probably use them a lot more often if it wasn't for OCX's route indicators. Sure beats having to remember the exact TU costs for every type of terrain in the game, for both vanilla jogging and OCX sprinting and strafing. Also misclicks. Misclicks are the work of T'Leth.
While we're on the subject of the movement and indicators, I have noticed another bug quite a few times: When a soldier with 8-11 time units tries to walk through a closed door, they open the door (spending 4 time units) and then stop, giving you the error that they do not have enough time units to proceed. You have to issue the order a second time to get them through the door. I suspect that what's happening is the game deducts the 4 TUs for opening the door without going through it, then incorrectly tests for 8 time units remaining for going through a closed door. It may be failing to update the door's status on the time unit checker.The route indicators aren't perfect, you usually still do have to eyeball things like getting up from a crouch and opening automatic doors. (Countless rookies have been spared horrible death from tactical suicide by the humble right click-to-strafe combo emulating real life breaching techniques.) Guess it's just like vanilla, given how you always had to factor in TU costs for turning when reserving for shots. It would make sense that the route indicator's displayed cost is what the game internally uses for checking if you have enough TUs to keep moving, as opposed to how many TUs you currently actually have.
Hi Meridian! Could you move the mod menu like in Nightlies? Thanks :)
Why?so it is more convenient, options separately, mods separately. But it's your choice of course.
[04-08-2019_20-08-04] [INFO] OpenXcom Version: Extended 5.6.1 (v2019-08-03)
[04-08-2019_20-08-04] [INFO] Platform: Windows 64 bit
[04-08-2019_20-08-04] [INFO] Data folder is:
[04-08-2019_20-08-04] [INFO] Data search is:
[04-08-2019_20-08-04] [INFO] - C:/Users/Gabriel/Documents/OpenXcom/
[04-08-2019_20-08-04] [INFO] - C:/_GAMES/OpenXcom_Ex/
[04-08-2019_20-08-04] [INFO] User folder is: C:/_GAMES/OpenXcom_Ex/user/
[04-08-2019_20-08-04] [INFO] Config folder is: C:/_GAMES/OpenXcom_Ex/user/
[04-08-2019_20-08-04] [INFO] Options loaded successfully.
[04-08-2019_20-08-04] [INFO] SDL initialized successfully.
[04-08-2019_20-08-04] [INFO] SDL_mixer initialized successfully.
[04-08-2019_20-08-04] [INFO] Attempted locale:
[04-08-2019_20-08-05] [INFO] Detected locale: C
[04-08-2019_20-08-05] [INFO] Attempting to set display to 1600x900x32...
[04-08-2019_20-08-05] [INFO] Display set to 1600x900x32.
[04-08-2019_20-08-05] [INFO] Loading data...
[04-08-2019_20-08-05] [INFO] Scanning standard mods in ''...
[04-08-2019_20-08-05] [INFO] Scanning user mods in 'C:/_GAMES/OpenXcom_Ex/user/'...
[04-08-2019_20-08-05] [INFO] Active mods:
[04-08-2019_20-08-05] [INFO] - xcom2 v1.0
[04-08-2019_20-08-05] [INFO] - centre_entrainement_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - Angel_interceptor v1.0
[04-08-2019_20-08-05] [INFO] - Moray_interceptor v1.01m
[04-08-2019_20-08-05] [INFO] - extra_pockets_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - gauss_sniper_grenade v1.0m
[04-08-2019_20-08-05] [INFO] - new_flare_zrbite v1.0
[04-08-2019_20-08-05] [INFO] - scouts-drones v1.0
[04-08-2019_20-08-05] [INFO] - tenue_plongee v1.0m
[04-08-2019_20-08-05] [INFO] - Medailles_TFTD v2.2
[04-08-2019_20-08-05] [INFO] - static-smoke-tftd v1.0
[04-08-2019_20-08-05] [INFO] - UFOextender_Psionic_Line_Of_Fire_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - Aliens_Pick_Up_Weapons_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - Advanced_Medical_TFTD v2.0m
[04-08-2019_20-08-05] [INFO] - New_Torpedos_TFTD v1.0m
[04-08-2019_20-08-05] [INFO] - Knife_Weapon_TFTD v1.0
[04-08-2019_20-08-05] [INFO] - extra_explosions v1.0
[04-08-2019_20-08-05] [INFO] - Craft_Info_Armor v1.0
[04-08-2019_20-08-05] [INFO] - Sonic_Sniper_Weapon_TFTD v1.0
[04-08-2019_20-08-06] [INFO] Loading rulesets...
[04-08-2019_20-08-21] [INFO] Loading fonts... Font.dat
[04-08-2019_20-08-21] [INFO] Lazy loading: 1
[04-08-2019_20-08-21] [INFO] Loading custom palettes from ruleset...
[04-08-2019_20-08-21] [INFO] Making palette backups...
[04-08-2019_20-08-22] [INFO] Data loaded successfully.
[04-08-2019_20-08-22] [INFO] Loading language...
[04-08-2019_20-08-22] [INFO] Language loaded successfully.
[04-08-2019_20-08-22] [INFO] OpenXcom started successfully!
[04-08-2019_20-08-24] [INFO] Scanning standard mods in ''...
[04-08-2019_20-08-24] [INFO] Scanning user mods in 'C:/_GAMES/OpenXcom_Ex/user/'...
[04-08-2019_20-08-41] [INFO] SDL_mixer initialized successfully.
[04-08-2019_20-08-41] [INFO] Loading data...
[04-08-2019_20-08-41] [INFO] Scanning standard mods in ''...
[04-08-2019_20-08-41] [INFO] Scanning user mods in 'C:/_GAMES/OpenXcom_Ex/user/'...
[04-08-2019_20-08-41] [INFO] Active mods:
[04-08-2019_20-08-41] [INFO] - xcom2 v1.0
[04-08-2019_20-08-41] [INFO] - centre_entrainement_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - Angel_interceptor v1.0
[04-08-2019_20-08-41] [INFO] - Moray_interceptor v1.01m
[04-08-2019_20-08-41] [INFO] - extra_pockets_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - gauss_sniper_grenade v1.0m
[04-08-2019_20-08-41] [INFO] - new_flare_zrbite v1.0
[04-08-2019_20-08-41] [INFO] - scouts-drones v1.0
[04-08-2019_20-08-41] [INFO] - tenue_plongee v1.0m
[04-08-2019_20-08-41] [INFO] - Medailles_TFTD v2.2
[04-08-2019_20-08-41] [INFO] - static-smoke-tftd v1.0
[04-08-2019_20-08-41] [INFO] - UFOextender_Psionic_Line_Of_Fire_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - Aliens_Pick_Up_Weapons_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - Advanced_Medical_TFTD v2.0m
[04-08-2019_20-08-41] [INFO] - New_Torpedos_TFTD v1.0m
[04-08-2019_20-08-41] [INFO] - Knife_Weapon_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - extra_explosions v1.0
[04-08-2019_20-08-41] [INFO] - Craft_Info_Armor v1.0
[04-08-2019_20-08-41] [INFO] - Sonic_Sniper_Weapon_TFTD v1.0
[04-08-2019_20-08-41] [INFO] - XcomUtil_Statstrings_TFTD v1.0
[04-08-2019_20-08-42] [INFO] Loading rulesets...
[04-08-2019_20-08-58] [INFO] Loading fonts... Font.dat
[04-08-2019_20-08-59] [INFO] Lazy loading: 1
[04-08-2019_20-08-59] [INFO] Loading custom palettes from ruleset...
[04-08-2019_20-08-59] [INFO] Making palette backups...
[04-08-2019_20-08-59] [INFO] Data loaded successfully.
[04-08-2019_20-08-59] [INFO] Loading language...
[04-08-2019_20-08-59] [INFO] Language loaded successfully.
[04-08-2019_20-08-59] [INFO] OpenXcom started successfully!
[04-08-2019_20-09-02] [INFO] Scanning standard mods in ''...
[04-08-2019_20-09-02] [INFO] Scanning user mods in 'C:/_GAMES/OpenXcom_Ex/user/'...
[04-08-2019_20-09-13] [FATAL] FileRecord::at(Resources/UI/globe_tftd.png): requested file not found.
[04-08-2019_20-09-13] [ERROR] FileRecord::at(Resources/UI/globe_tftd.png): requested file not found.
[04-08-2019_20-09-58] [FATAL] A fatal error has occurred: Segmentation fault.
[04-08-2019_20-09-58] [FATAL] 0x585960 OpenXcom::CrossPlatform::stackTrace(void*)
[04-08-2019_20-09-58] [FATAL] 0x586ce0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[04-08-2019_20-09-58] [FATAL] 0x41c850 signalLogger(int)
[04-08-2019_20-09-58] [FATAL] 0x918850 OpenXcom::UfopaediaStartState::think()
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ec5b550 _C_specific_handler
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ec6f6c0 _chkstk
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ebdc460 RtlWalkFrameChain
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ec6e6e0 KiUserExceptionDispatcher
[04-08-2019_20-09-58] [FATAL] 0x69b5c0 OpenXcom::Globe::polarToCart(double, double, short*, short*) const
[04-08-2019_20-09-58] [FATAL] 0x69fd90 OpenXcom::Globe::drawMarkers()
[04-08-2019_20-09-58] [FATAL] 0x65d9a0 OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)
[04-08-2019_20-09-58] [FATAL] 0x69b3f0 OpenXcom::Globe::think()
[04-08-2019_20-09-58] [FATAL] 0x657680 OpenXcom::State::think()
[04-08-2019_20-09-58] [FATAL] 0x69b170 OpenXcom::GeoscapeState::think()
[04-08-2019_20-09-58] [FATAL] 0x59eba0 OpenXcom::Game::run()
[04-08-2019_20-09-58] [FATAL] 0x41c8c0 SDL_main
[04-08-2019_20-09-58] [FATAL] 0x91a360 console_main
[04-08-2019_20-09-58] [FATAL] 0x91a480 WinMain
[04-08-2019_20-09-58] [FATAL] ??
[04-08-2019_20-09-58] [FATAL] ??
[04-08-2019_20-09-58] [FATAL] 0x7ffc5e294020 BaseThreadInitThunk
[04-08-2019_20-09-58] [FATAL] 0x7ffc5ec43670 RtlUserThreadStart
[04-08-2019_20-10-18] [FATAL] OpenXcom has crashed: Segmentation fault.
Log file: C:/_GAMES/OpenXcom_Ex/user/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)
I saw that the automatic night vision mode was removed as an option. Just wanted to comment that playing xcom files I kinda miss it. I run all of my cultist missions as night missions when in early game without smoke grenades, and not having to remember to turn off personal lights or turn on night vision was super helpful. I don't mind the having to turn on night vision much, but having to remember to turn off personal lights has gotten more than a few agents killed for me.
I can start TFTD without problems; also create a base and continue.After several attempts to start the game, it suddenly started working! ???
A quick question about Mods: are "gif" files allowed with the latest OXCE version?
Cross-Hair Cursor Now Allows Select Next Unit Hotkey!!
Thank You for this amazing feature! It wasn't in the April version. In the April version I had to right click with the mouse to make the cross-hair cursor disappear and only then could I select my next unit, IIRC. Now you have added the superb feature of the select next unit hotkey working flawlessly when I still have the cross-hair cursor active. It makes combat so much more streamlined!! Thank You!!
I could have sworn i read something about a new feature referencing content from other mods inside your own mod, but for the life of me i can't find that post. Am i misremembering this?
Panic Message PopUp Timeout:
Is there an INI variable that can be changed to reduce the on-screen time of panic message popups? "XY has Panicked / Gone Berserk"
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods (https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_mods)
No, it's hardcoded: https://github.com/OpenXcom/OpenXcom/blob/master/src/Battlescape/InfoboxState.h#L39 (https://github.com/OpenXcom/OpenXcom/blob/master/src/Battlescape/InfoboxState.h#L39)
But you can press any key or any mouse button to close it.
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_modsAh yeah, only for sprites - that's the part i forgot. Thanks :)
Ah yeah, only for sprites - that's the part i forgot. Thanks :)
Well, everything else you could reference already before.The problem I currently have is that I have some submods for OXCF. One of them introduces new soldier types, among other things. These soldiers are supposed to use the same armor types as the regular ones. Right now I have to add armor defintions (i.e. which armors they are allowed to use, and the default armors for some special map/mission types) every time the mod introduces new armors.
What do you have in mind?
units:
- STR_SOLDIER
units:
- STR_SOLDIER
- STR_CUSTOM_SOLDIER
There is no easy way for the game to know if you intend to replace list entries or only add to the list entries... so current modding system assumes you intend to replace.I'm not sure if i follow, but why would that be a problem?
research:
- name: STR_PSI_AMP
dependencies:
- STR_PSI_LAB
research:
- name: STR_PSI_AMP
dependencies:
- STR_SUNFLOWER
research:
- name: STR_PSI_AMP
dependencies:
- STR_SUNFLOWER
research:
- name: STR_PSI_AMP
dependencies:
- STR_PSI_LAB
- STR_SUNFLOWER
Like i said in my initial post, i just want to replace the whole list. I don't necessarily need to 'add' the soldier type - i can simply replace the list with STR_SOLDIER + STR_CUSTOM_SOLDIER. That's not the problem i'm running into.
What i want to do is copy all armor entries from one soldier/unit to another (or rather the other way around, seeing how armor is handled), without having to actually copy&paste all entries by hand.
Something like "if this armor supports soldier_type_x, it should also support soldier_type_y".
There is no easy way for the game to know if you intend to replace list entries or only add to the list entries... so current modding system assumes you intend to replace.
- type: STR_BATTLESHIP
size: STR_VERY_LARGE
sprite: 6
damageMax: 3200
speedMax: 5000
radarRange: 1000
accel: 6
power: 148
range: 65
score: 700
reload: 24
breakOffTime: 4000
battlescapeTerrainData:
name: UFO_160
mapDataSets:
- BLANKS
- U_EXT02
- U_WALL02
- U_PODS
- U_BITS
mapBlocks:
- name: UFO_160
width: 30
length: 30
ufos:
- type: STR_BATTLESHIP
size: STR_VERY_LARGE
sprite: 6
damageMax: 3000
speedMax: 5000
accel: 6
power: 140
range: 65
score: 700
reload: 24
breakOffTime: 4000
battlescapeTerrainData:
name: UFO_160
mapDataSets:
- BLANKS
- U_EXT02
- U_WALL02
- U_PODS
- U_BITS
- UFOL83
mapBlocks:
- name: UFO_BS1
width: 30
length: 30
- name: UFO_BS2
width: 30
length: 30
- name: UFO_BS3
width: 30
length: 30
- name: UFO_BS4
width: 30
length: 30
- name: UFO_BS5
width: 30
length: 30
add_ufos_block:
- type: STR_BATTLESHIP
mapDataSets:
- UFOL83
mapBlocks:
- name: UFO_BS1
width: 30
length: 30
- name: UFO_BS2
width: 30
length: 30
- name: UFO_BS3
width: 30
length: 30
- name: UFO_BS4
width: 30
length: 30
- name: UFO_BS5
width: 30
length: 30
It could be usefull for all objects with a list of map blocks, such as terrains.
You CAN simply replace one with another... what I am reading is that you don't want to do it simply... instead you want to do it with some supercomplicated logic so that the game does it AUTOMAGICALLY for you.To be fair, you asked me what i had in mind. I also wouldn't call it 'automagically' - what i'm looking for is a way to inherit armor types (or soldiers types).
When you mod, everything existing is copypasted without you having to copypaste it.
soldiers:
- type: STR_CUSTOM_SOLDIER
[Stats...]
armor: STR_SUIT_UC
armorForAvatar: STR_SUIT_UC
armorRef: STR_SOLDIER
items:
- &STR_LASER_RIFLE # Let's mark laser rifle info with an anchor
type: STR_LASER_RIFLE
size: 0.2
costSell: 36900
weight: 8
#
# a million other attributes...
#
- type: STR_LASER_SNIPER_RIFLE
refNode: *STR_LASER_RIFLE # First, let's inherit everything from the STR_LASER_RIFLE anchor.
bigSprite: xxx # And now let's give it a new sprite,
accuracyAimed: 160 # increase aimed shot accuracy
tuAuto: 0 # and disable auto shot.
This is example from beginning of https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#dummySoldiers:
- &STR_SOLDIER_REF
[all common stats...]
soldiers:
- type: STR_CUSTOM_SOLDIER
refNode: *STR_SOLDIER_REF
[all custom stats...]
If you want some rule set have common part there is already tool for that: `refNode`Yeah, i know abour refNode, but as far as i can tell it doesn't work across different ruleset (and by extension across mods), and it can't be used as a placeholder in lists (unless i am mistaken).
This is true, this work because it depend on yaml node references. To have some more then we would need rewrite all code responsible for loading rulesets, possible but will take lot of time to do. This could complicate and slow down loading code if done incorrectly.Yeah, i had a look at the YAML documentation beforehand and wasn't able to find anything along the lines of what i was looking for. I doubt that many others would have a need for this, seeing how this is basically for a submod.
If lot of modders have same problem case like you then it worth fix in code. If only few then we only transferring work to others and this is ineffectual because there is more modders than programmers (only Meridain is working on OXCE "full" time).
See attribute "addOnly": https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Terrains
Thanks for new version !
But big pb ! :-[
v5.6.1
TFTD
Nota ;
C:\_GAMES\OpenXcom_Ex\standard\xcom2\Resources\UI\globe_tftd.png exist !
902 octets - 27x3
New Game... create first base... named first base... ok... Boom !
Found the issue.Thank you very much !
Fixed.
Download new version at the usual place.
I completely agree.Good! How to disable this option?
Whenever modders enable the unprime option, I disable it locally... it's easy, you can do it yourself.
Who would ever need to unprime a grenade, right?
Good! How to disable this option?
I scoured the files for the string "unprime", but only found it in the yml and by every grenade. There must be a central switch for this "feature" to be erased from existence?
Search and replace, takes a second.
I mean just delete
or replace with unprimeActionName: ""
or replace with #unprimeActionName: STR_UNPRIME_GRENADE
or replace with notWorking: STR_UNPRIME_GRENADE
or whatever kind of disable you prefer :)
Personally I like to have both (prime/unprime) for each grenade and explosive. :)Can you post a screenshot, how your grenade menu looks like now, after you did the mod?
I use it... sometimes.
So I went through the "items" file and added the missing lines. ;)
Everyone has their own preferences! 8)
Can you post a screenshot, how your grenade menu looks like now, after you did the mod?If you want....
It is correct?
The code was optimised several times.Okay. Makes sense. After all there is even a shortcut for it.
Don't take thousands of items with you on a mission.
Currently my soldier is facing north and the red target select rectangle points to a target toward the south.
That should not be possible.
Red rectangle shows only enemies in the line of sight of the soldier.
Do you have a screenshot/save where this can be seen?
Is there a place I can find the special keys within OXCEhttps://openxcom.org/forum/index.php/topic,6424.0.html
e.g. CTRL+H - lets me know what happened on hit
Let's say a week at 40 CHF/hour.Thank You! Considering an emotionally involved programmer - "This has become a personal matter!", etc.. - maybe 10-14 hrs a day and bug fixing, another requested week or two, to polish and "just give it more love":
@Meridian, do you maintain some release notes for each OXCE release?
0B 5F EF 01 43 27 laser shotaand:
13 59 41 03 6C 34 laser/plasma hit
I have an idea: packing a new sample2.cat. Let's see what happens..
Then the simple lasgun [its lesser brother] sound effect is played MIXED together with the autolaser.wav
Apparently when the game first loads the sounds into memory -it takes a long time and I should have to be able to reset the entire game so it loads everything again- , because now, upon subsequent starts, it just finds the old RAM addresses again, sounds that are still there in memory and loads everything together. Vanilla original and the new sounds.
So If I make a new sound it will be mixed with the sound position stored in RAM. :D
My day-time job deals a lot with "minefield" questions, so it came "naturally" at the time of posting (yes, I'm at work ATM). :)
As per situations. I'm playing Piratez at the moment and my interaction comes from OXCE+ and the mod. I see a pull down menu on the top left that allows the filtering of items based on all sort of categories. I see also pull down menus on the craft inventory screen, like the one that says "equipped", where one can "top-off" items as needed. A similar feature may come useful for bases.
My intended use is for example, if I have assigned certain satellite bases to store each different class of items, like one base for craft parts, another for raw materials, another for surplus weapons, etc. Then after a mission where my local storage is overflow, or any other time, I can dispatch the excess to each of the corresponding bases. The ability to filter and show only items existing at the destination (from the pull down menu, for example), would come very handy.
I guess this may not be an issue for other mods, but for Piratez and its hundreds of different items, this would easy the pain a bit :)
While we're at it, may I request a global variable to make grav shields stack?Code: [Select]vars:
gravStacking: true
It won't significantly increase base defense power in most setups, but may allow you to slightly reduce the number of facilities used. Such as: 1 grav shield and 5 fusion defense = 10x fusion defense for 6 facility space. But 2 grav shield and 3 fusion defense = 9x fusion defense for 5 facility space.
On the other hand, mods like Tech-Comm might implement using large fractions of your base for defense, and trying to calculate how many grav shields vs defenses gives you the best ratio.
Added, see screenshot.
Okay, so, after downloading and updating to the latest Android app I keep getting crashes now. I'm still using the same version of the steam version and everything, nothing should have changed. Unless it requires TFTD now? Or something? How in the world did I break this. ~.~
Not to abuse Meridian's kindness, but I have another request (previously asked) :) :
- An option for transfer the loot after a battle (like the sell button but for transfer).
Currently this screen is triggered only when there is no room at the craft's original base. I don't know if the game code would allow that feature to work with the existing "sell" mechanic. I can see myself selling the loot and transfer the rest for some missions.
No, it doesn't need TFTD.
Can you try with this UFO data and let me know if it helped? <link removed>
No go, sadly, thanks for that suggestion though! I wonder what happened between updates.
Not to abuse Meridian's kindness, but I have another request (previously asked) :) :
- An option for transfer the loot after a battle (like the sell button but for transfer).
[27-09-2019_21-56-19] [DEBUG] Script debug log at 0x1a: Hello World!
[27-09-2019_21-56-19] [DEBUG] Script debug log at 0x1a: Hello World!
[27-09-2019_21-56-19] [DEBUG] Script debug log at 0x1a: Hello World!
[27-09-2019_21-56-19] [DEBUG] Script debug log at 0x1a: Hello World!
[27-09-2019_21-56-19] [DEBUG] Script debug log at 0x1a: Hello World!
[27-09-2019_21-56-19] [DEBUG] Script debug log at 0x1a: Hello World!
debug_log "Hello World!";
Where can i find actual validator for VSCode? Thanks.
How do you show accuracy in this, like x-piratez does?
Was support for predictive interception trajectories dropped?
Yes, the feature is very buggy... and I don't like bugs, so I removed it completely.Ah. I think I know what you mean. (I've seen the feature do some odd or questionable things before. Though it worked for me more often than not.)
Any plans to re-implement it in a non-buggy way... ?
Getting this error (see attachment). I think it's due to the fact that negative indexes for bigobs are now invalid.
I can't seem to find the thread/post (by yankes iirc) which explained the fix.
For example the spitter in question uses:
bigSprite: -2
What index should I use to get the same graphics? I'll run a find/replace and fix all of them.
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Negative_indices_and_cross-referencing_other_modsThanks. I wasn't using those indexes (my mod starts from 99 onward) so I simply used them:
Just copy the graphics into your mod and use a normal positive index like for any other bigobs you've added before.
Thanks. I wasn't using those indexes (my mod starts from 99 onward) so I simply used them:
bigSprite: -2 ---> bigSprite: 60
If you were using these bigobs in your mod, you have 2 options how to fix it:What I get from this is that I should use the other fixes only if I have those indexes already occupied.
What I get from this is that I should use the other fixes only if I have those indexes already occupied.
Error for 'STR_TANK_CANNON_ALLOY': offset '9106' exceeds mod size limit 1000 in set 'BIGOBS.PCK'
Can get around, expand at least to 10,000, or completely remove this restriction?
name: "X-Com Files"
version: "1.0.2"
requiredExtendedVersion: "6.1.1"
author: "Solarius Scorch"
description: "snip"
id: x-com-files
master: xcom1
reservedSpace: 2 # this reserves 2,000 indices in the memory... if you want to reserve 10,000 indices you can write reservedSpace: 10
If you are already using most of the indices below 1000, you can tell OpenXcom to reserve more memory for your mod in the metadata.yml file. Example:
I see there are several options to define psi devices/weapons. Can the AI use them or is it always going to fallback on the ALIEN_PSI_WEAPON ?
- type: STR_PSICLONE
requires:
- STR_PSICLONE
size: 0.1
costSell: 63000
weight: 5
bigSprite: 456
floorSprite: 456
handSprite: 456
hitAnimation: 96
psiAnimation: 96
hitSound: 36
psiSound: 96
battleType: 9
twoHanded: false
invWidth: 1
invHeight: 2
accuracyMultiplier: # but what is the base accuracy? if they're multipliers and base accuracy is 0, then 0*x=0
psiSkill: 0.5
flatHundred: 0.5
tuUse: 25
tuMindControl: 0 # diables mind control
tuPanic: 25
flatRate: true
recoveryPoints: 8
armor: 15
attraction: 1
psiRequired: false
#aimRange: 1 # what about this, can dropoff work without it...?
dropoff: 1 # does this reduce the accuracy over distance of mind control and panic too, or only the stun attack???
# what i'm trying to achieve is the chance of panic success to decrease with distance
psiAttackName: STR_STUN_UNIT
damageType: 6 # stun
power: 50
powerRangeReduction: 1
damageBonus:
psiStrength: 0.5
damageAlter:
ArmorEffectiveness: 0
FixRadius: 0
RandomType: 2
IgnoreDirection: true
LOSRequired: false
accuracyPanic: 60
accuracyMindControl: 0
accuracyUse: 50 # how does this accuracy work? I want the attack to always hit, like a psi attack
Meridian please tell us how "mindPower" (facilities) works? The search provides links only to your presentations without any explanation.
Vanilla mind shield facility has a mind power of 1.
If you build 2 mind shield facilities in vanilla, they have together a mind power of 2.
In OXCE, instead of building 3 mind shields with power 1, you could also build just 1 mind shield with power 3... both would have the same effect.
STR_DAMAGE_10: "10"
STR_DAMAGE_11: "11"
STR_DAMAGE_12: "12"
STR_DAMAGE_13: "13"
STR_DAMAGE_14: "14"
STR_DAMAGE_15: "15"
STR_DAMAGE_16: "16"
STR_DAMAGE_17: "17"
STR_DAMAGE_18: "18"
STR_DAMAGE_19: "19"
Loading order is:
1. HWPs
2. 2x2 soldiers
3. 1x1 soldiers
Apparently this is very difficult to implement. I, in turn, found a temporary solution - adding additional spawn cells. True, it looks monstrous when the tank is respawn on the roof of the ship. :D I'd like to hope that this measure is really temporary.
If you send me a pm with your craft map and load order, I can send you back an optimized version that should work for your needs without making significant changes.
Yes I can. And ".log" in the appendage. Strangely, a lot of things have been written in ".log", but everything works exactly as intended. And about the sound is nothing.
I'd like to hope that this measure is really temporary.
I bet i saw somewhere something about shot vapor in ufo1. A weak ago or like that. But now i can not find it. Is it possible?
https://openxcom.org/forum/index.php/topic,7390.msg116775.html#msg116775And on depth level = 0 no vapor possible?
Also, looks like a bug:
I am testing growing alien bases, and i see this situation:
1. aliens landing for base building.
2. ranger fly near landed b-ship for search base location.
3. base found, but not near ranger. It can be in thousand of kilometers, but founded by ranger, patrolling near UFO.
Upd. 2:And on depth level = 0 no vapor possible?
Bug is, that ranger patrols in area of ufo landing, and alien base became visible far far away from there. like patrol in Spain and base in Norwegian.
And it is not coincidence, if no ranger patrolling - no base found.
We all know that downed UFOs explode power units. And where is it regulated
and what determines the strength of their explosion?
And is it somehow regulated?
RNG (180-250, HE)
I don’t remember where I read it, but there was information that the interruptPercentage "alienMissions" also works on landing UFOs when you them ground assault. Is this true, or is there an additional termination parameter after ground assault?
Understood, thanks. Just have a situation where interrupt the construction of alien bases are not favorable, and the ship "delicious" landed. Have to let go.
It is unclear for me what is the difference between OXC and OXCE(+).
I could not find any documentation about it. Even wikipedia does not have an entry about OXCE.
Meridian, thanks so much for the update.
By the way, are the mods in the "standard" folder really needed? Does anyone use them? Those who update OXCE already have everything, and if not, they can be taken from the OpenXcom client if they are needed. Maybe should remove them from the OXCE archive?
Meridian, is it possible to change the color of the radar circles?
And yes, when passing under units hanging one level higher - they are visible during movement. It looks monstrous, although no errors are recorded. I don't expect I'll be able to clearly explain not knowing the language, but... Just try walking under the hovertank.
To Meridian
Can the following proposal be implemented: If a player ignores the crash site, the crew of the shot down UFO gets to the nearest town, and welcome to the terror mission.
Sorry for my poor English/
To Meridian
Can the following proposal be implemented: If a player ignores the crash site, the crew of the shot down UFO gets to the nearest town, and welcome to the terror mission.
Sorry for my poor English/
- Ability to save/load soldier equipment layout including armor
- BREAKING CHANGE: Extended HWP load order unhardcoding ('extendedHwpLoadOrder') - default is vanilla againwhat does this mean/affect ?
what does this mean/affect ?
So what am I talking about? Oh yes, I wanted to propose the idea of recording a battle in which the battle will smoothly take place, beautifully and spectacularly (as part of a normal battle, just a smooth repetition without too much).
Of course, the proposal to save the battle record in the results after the battle, and the ability to download and view in a separate menu, choosing records.
I do not understand this part.
Can you say it in different words maybe?
It is theoretically possible, but a lot of effort.
It's a good idea. it'd be much easier to share your epic battles/enjoy them yourself.
it'd also be great for people interested in the story of their soldiers.
I'd certainly enjoy it.
Sounds like a very far future thing at best though.
Small bugreport (or feature description):
if unit have specab: 1 (explode on death) and its armor have both corpseBattle and corpseGeo, it will not explode. At least with power, described in battle corpse item.
Odd. But i get over it with destruction of corpse. So it will be not recovered.
And there is a possibility to rename the project as well, for example from "Gauss Pistol" to "Gauss Pistol (x4)".Oh, I forget about it. My fault, will be fixed.
New OXCE v6.4.2 is up.
How do I see these changes do not affect the version of Win32?
I don't understand the question.
Excuse me, but is this speed up is because of animation speed increased, or because of massive code optimisation?
Don't l ow if possible but may be possivle to ha e bullets ricochet when metal and wooden surfaces are hit?
If we went into such realms of fantasy, I would first request terrain penetration... So a bullet wouldn't disappear after destroying a paper wall, but continue onwards with an appropriate power decrease.
But it's not very X-Comy, so I won't do that.
Back to "Gauss Pistol (x4)" question. Modder has changed produce message to "Gauss Pistol (x4)" now, but another thing now bothering me. First time red popup screen when this project completed. It's now has that multiply modifier too: "Gauss Pistol (x4)". So can we have two different options: Normal message after research finished which could looks like: "Gauss Pistol", but have correct multiply amount "Gauss Pistol (x4)" in production screen when you start it? Or it's not possible? Two different lines in .rul files one for research complete and ready for production screen and second for starting production in workshops?
manufacture:
- name: STR_GAUSS_PISTOL_X4
producedItems:
STR_GAUSS_PISTOL: 4
Lol, why wouldn't they enter your ships?Very funny? Because in vanilla they can't and I stay there all time killing them one by one. Now it's almost impossible to hide.
"Commence the assault!"
"Leader, they put a sign on the door, it says 'no ayys allowed'."
"Drat! Abort mission."
[05-04-2020_21-06-41] [INFO] OpenXcom Version: Extended 6.4.3 (v2020-04-05)
log attached.
someone has trouble with my mod, he posted his log and it says it uses OXCE 6.4.3.. but isn't 6.4.2 the latest? wut?Code: [Select][05-04-2020_21-06-41] [INFO] OpenXcom Version: Extended 6.4.3 (v2020-04-05)
log attached.
Posting it's here because I think this is OXCE related bug. Nagas can use fans as holes in the USO and just moves up through it. I'm adding save file, it's Ironman, so set it off if you need.
(https://i.postimg.cc/wyKX37zc/screen088.png) (https://postimg.cc/wyKX37zc)
Arrows mark their movement up-down. It's currently should be under fan on first floor.
Questions: why aquanauts miss the shots if they have 120% accuracy? How that possible and why more than 100%?
Is it possible to change human death sounds for two different types (female, male) in tftd like in original USO using .rul files?
Because it is not 120%.Then what is this? Why % present?
Bear in mind I haven't looked through the code on this, but the percent chance given is the actual chance to hit a 2x2 square of target voxels plus 20. The reason for the plus 20 is the fact that a hitbox is generally larger than a 2x2 voxel square. The actual chance to hit is impossible to quantify as sometimes it hits the target voxel square but one of the voxels in the square is obstructed so it looks like it misses to the player.
TLDR: Hit chances are a reference and nothing more concrete.
Bear in mind I haven't looked through the code on this,
TLDR: Hit chances are a reference and nothing more concrete.
Can't put down Gas cannon from poor guy. I've tried use arrow in right bottom corner to make a space on floor but it's not working =(. So is this bug, feature (Triton space limitation is NOT set to 80), or I just unlucky with my hands and mouse?
(https://i.postimg.cc/PPkFjj81/screen090.png) (https://postimg.cc/PPkFjj81)
Let me back to Naga who used fan as hole and climb up. You said what my drones can do same. But they can't here save file for TWoTS. Drone on the roof of dreadnought, but it couldn't descend down. What I'm doing wrong or may be indecent with Naga still bug?
Ok, that's explain things, then more question - could it be USO layout bug or feature, which if I understand correctly, present in .rul files? I mean instead of wall in place of fan present hole or vice versa? Because visual style in game is one thing, but floor and walls should be programmed separated in .rul files right? And if wall or block is missing is it possible to move through it even visual it looks like solid object?Ok, my area of responsibility.
I'm not talking about medkit, it's missing body of wounded guy on the floor when you use "I" on you aquanaut who step on it.
Any possibility to change it? May be with some yes/no via main menu option in future OXCE releases?
There's not a limit on the number of craft that can follow one, but only 4 are allowed in an interception at once, and you can't bring in new craft unless all your interceptors are at standoff range and you can minimize the windows.
- (Intentionally) Crash on missing research ruleset (instead of just logging and ignoring it)
research:
- name: STR_SMUGGLER_DONE
dependencies:
- STR_NEVER
missionScripts:
- type: bonus_smuggler
researchTriggers:
STR_SMUGGLER_DONE: false
...
alienDeployments:
- type: STR_SMUGGLERISLAND
unlockedResearch: STR_SMUGGLER_DONE
...
I have option for auto check version, but when I start the OXCE it still says me what it on latest version. What I'm doing wrong?
Is there any way to use a soldier transformation to remove a commendation?
Is there any way to store the lowest hp a soldier was at in battle(probably doable with scripts, will figure it out), and then use it as the criteria for a commendation?
Soldier transformations remove all commendations if they have "reset = true". Or you can apply a soldier bonus to negate the commendation bonus, and forbid the transformation from happening again.
How many turns is allowed per mission until game crash? 999? More? If I stay in ship cowardly and leave it and just waiting while aliens come to me.
_turn = node["turn"].as<int>(_turn);
then _turn is an integer.items:
- type: STR_PISTOL
requiresBuy:
- STR_X
- STR_Y
- type: STR_PSI_AMP
requires:
- STR_X
- STR_Y
items:
- type: STR_PISTOL
requiresBuy: !add
- STR_Z
- type: STR_PSI_AMP
requires: !remove
- STR_Y
Now `STR_PISTOL` need have additionally need `STR_Z` AND `STR_X`, `STR_Y` to buyHello, I joined because I wanted to ask something: are smoke grenades supposed to hurt units with normal and personal armor? (and some of the weaker aliens like Sectoids?) They don't in the vanilla game/OpenXcom and I haven't been able to find anything about it online. Power Suit units and Tanks don't get damaged at all, so I'm not sure if this is a bug or an intended feature of OXCE.
Smoke itself causes small amount of stun damage to units in it at the start of their turn which ignores armor but not resists. So if an armor says it takes 0% smoke damage, it will take 0% smoke damage. If it doesn't mention smoke damage, it will take 100% smoke damage, even if it has 50 armor. Tanks also have resists, they're just not shown in the UFOpaedia in vanilla. The grenade does no damage, only the smoke it causes.
Hi,
smoke grenades are not supposed to hurt anyone.
They also don't hurt anyone in OXCE, same as in OpenXcom and in the original... unless you have specifically modded them to do some damage.
M.
Alright, I did a little bit of testing (downloaded latest OXCE version 6.5, got the files from steam, installed on a clean computer so no mods or previous saves). And it seems like the 'instant grenades' option turns smoke grenades into normal grenades in OXCE (the damage is applied on hit, same as normal grenades, and the ground gets visually scorched alongside the smoke).
I then downloaded OpenXcom on another computer and the instant smoke grenades seemed to work properly there (no damage, no visual changes other than the smoke).
Disabling instant grenades in the OXCE version of the game makes smoke grenades work 'properly' again (not sure if it affects any other weapons, I only started playing a week ago and haven't gotten very far).
This is all in the base game, I have no other mods installed and haven't really touched the other options (yet).
...it seems like the 'instant grenades' option turns smoke grenades into normal grenades in OXCE (the damage is applied on hit, same as normal grenades, and the ground gets visually scorched alongside the smoke).
Question about night vision. How to change it for on/off mode with keyboard? I mean not press and hold space bar all time. I know about threshold value too, it's great but can't find exactly how to turn on/off it by single keyboard button press. Sorry if it has been already answered.Scroll Lock
A very small request: please from that version on may we get a changelog.txt file, on win and linux?
Are recommended user options taken into account when you revert options/config to default
or are there any plans to introduce a seperate button for this?
I've missed this, what was the bug that was fixed concerning instant grenades?
Hi Meridian, I am getting some strange crashes with my mod with the upgrade to OXCE 6.5.1 It didn't happen before with 6.5
Firstly, did you modified any code for ArmorTransformation?
I am getting this list of warning in the bug report. It never happen before.
[22-05-2020_03-38-06] [ERROR] There are invalid/obsolete attributes in starting condition STR_UNDERWATERTEST. Please review the ruleset.
[22-05-2020_03-38-06] [ERROR] There are invalid/obsolete attributes in starting condition STR_UNDERWATERTESTMIDDEEP. Please review the ruleset.
[22-05-2020_03-38-06] [ERROR] There are invalid/obsolete attributes in starting condition STR_UNDERWATERTESTREALLYDEEP. Please review the ruleset.
[22-05-2020_03-38-06] [ERROR] There are invalid/obsolete attributes in starting condition STR_LANDONLY. Please review the ruleset.
Second for soldier transformation, for forbiddenPreviousTransformations and requiredPreviousTransformations, I am getting a node error.
Please verify. Thanks. I have included by error log.
Another mission, guys who used gas cannons and keeps them in hands all battle got throwing experience too. It' may be "feature" of projectile weapons, because rounds using parabola trajectory what count as throwing?
Is anyway lock difficulty of mod using rule set files? Like example, when player start the game he has no option but one difficulty only and Ironman set on and can not be changed (buttons grey out).
- Option to choose preferred hand for reactions (right-click on the hand in the battlescape HUD); indicator is moddable via sprite called "reactionIndicator" (same size as bigobs)
grateful for the continued efforts. It's like opening presents on a regular basis.Oh, I found it but I thought what this yellow dot is disable you weapon. I read wiki what says what game prefer right hand for reaction. Glad what this feature exists now.
I just had a civilian steal an alien artifact during a mission - said artifact wasn't recovered during debriefing. Would it be possible to recover weapons picked up by civilans at the end of a mission?
I just had a civilian steal an alien artifact during a mission - said artifact wasn't recovered during debriefing. Would it be possible to recover weapons picked up by civilans at the end of a mission?
they already nicely return xcom stuff
they don't return alien stuff... they can steal it just as you can... implemented according to requirements
- In Piratez, all civilians (or most) will be recovered as some items (basically "thank you for saving me" letter or something like that), and therefore you will get their stuff. The drawback is that you'll get all civilians' weapons, but these are usually very simple and inexpensive, so whatever.
civilians don't pick up items in piratez
and I didn't understand that part with "getting their stuff"... how are you gonna get that without killing/stunning them?
sometype:
- type: X
property: !info
- A
Options aviable for X at line 3 are: !!seq !add !remove
Playing TWoTS latest version and experimenting with debug mode I've found what gas tanks with 12 rounds maximum not spend their ammo when shooting. Is it should be because of debug mode activated? Can't remember now what happened with aquanaut ammo, but 100% sure about those tanks.No ammo will be spent in debug mode.
What version you use? Some have bug that make draw unit incorrectly and probably affect hit logic too
6.5.1 / 2020-05-21
Having trouble hitting units on stairs with melee attacks (as in, the hit sound plays, but no damage is dealt).
I am not sure where to post this, this concerns scripts (shields in particular). I'm playing XCF right now and had a sectiod turn around and reaction fire upon moving after depleting it's shield.
It faced away from my agent and did not reaction fire when I shot at it and depleted it's shield, but it turned around and reaction fired when I subsequently moved the agent. I'm not sure if this is a limitation of the shield script, intended or simpyl a bug. Can somebody shed some light onto this?
EDIT:
I'm also having some trouble with units on slopes, I think the drawing order is a bit off:
- type: ZOMBIE_ARMOR
spriteInv: INV_ZOMBIE
spriteSheet: ZOMBIE.PCK
corpseBattle:
- STR_ZOMBIE_CORPSE
- type: ZOMBIE_ARMOR
spriteInv: INV_ZOMBIE
spriteSheet: ZOMBIE.PCK
delete the last two lines to get this:
corpseBattle:
Is this a known problem?
[08-07-2020_12-41-08] [INFO] SDL_mixer initialized successfully.
[08-07-2020_12-41-20] [FATAL] A fatal error has occurred: Segmentation fault.
[08-07-2020_12-41-20] [FATAL] 0x5a1100 OpenXcom::CrossPlatform::stackTrace(void*)
[08-07-2020_12-41-20] [FATAL] 0x5a1f70 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[08-07-2020_12-41-20] [FATAL] 0x41c7f0 signalLogger(int)
[08-07-2020_12-41-20] [FATAL] 0x97ffe0 OpenXcom::UfopaediaStartState::think()
[08-07-2020_12-41-20] [FATAL] 0x76e471cc _C_specific_handler
[08-07-2020_12-41-20] [FATAL] 0x76e5be00 _chkstk
[08-07-2020_12-41-20] [FATAL] 0x76e2fed0 RtlInitializeResource
[08-07-2020_12-41-20] [FATAL] 0x76e5b510 KiUserExceptionDispatcher
[08-07-2020_12-41-20] [FATAL] 0x5265d0 OpenXcom::DebriefingState::recoverAlien(OpenXcom::BattleUnit*, OpenXcom::Base*)
[08-07-2020_12-41-20] [FATAL] 0x527920 OpenXcom::DebriefingState::prepareDebriefing()
[08-07-2020_12-41-20] [FATAL] 0x52ca20 OpenXcom::DebriefingState::DebriefingState()
[08-07-2020_12-41-20] [FATAL] 0x510a50 OpenXcom::BattlescapeState::finishBattle(bool, int)
[08-07-2020_12-41-20] [FATAL] 0x5b9360 OpenXcom::Game::run()
[08-07-2020_12-41-20] [FATAL] 0x41c950 SDL_main
[08-07-2020_12-41-20] [FATAL] 0x981b10 console_main
[08-07-2020_12-41-20] [FATAL] 0x981c30 WinMain
[08-07-2020_12-41-20] [FATAL] ??
[08-07-2020_12-41-20] [FATAL] ??
[08-07-2020_12-41-20] [FATAL] 0x76ce5560 BaseThreadInitThunk
[08-07-2020_12-41-20] [FATAL] 0x76e43710 RtlUserThreadStart
[08-07-2020_12-41-23] [FATAL] OpenXcom has crashed: Segmentation fault.
That should be the relevant part, let me know if you need the rest of the log or the save file.
Extended-6.5.3-01283d3a0-2020-05-28-win64.7z
If you're using 1.4a, can you replace armors_XCOMFILES.rul with the one attached to this post?
For some reason in 1.4a the mission also doesn't automatically end upon destroying the bot, but the game crashed upon ending the turn (which leads to the units surrendering).
- type: STR_CYBERWEB_SPACE_TECHNOMAD_ARMOR
spriteSheet: CYBERWEB_SPACE_TECHNOMAD.PCK
spriteInv: inventory_SPACE_TECHNOMAD
corpseBattle:
- STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE
- type: STR_CYBERWEB_SPACE_TECHNOMAD_ARMOR
spriteSheet: CYBERWEB_SPACE_TECHNOMAD.PCK
spriteInv: inventory_SPACE_TECHNOMAD
corpseBattle:
- STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE
This is the "old" (1.4) armor definition. STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE exists. This crashes the game.
STR_CYBERWEB_TECHNOMAD_CORPSE
STR_CYBERWEB_SPACE_TECHNOMAD_CORPSE
Just to double-check: the game initially checks for a valid corpsebattle/corpseitem entry and only recovers live aliens if these actually exist? Meaning corpsebattle/corpseitem are necessary to recover live alien units?
Is it possible to modify movement costs on a per-armor basis, especially the amount of TUs it takes to transition from ground to air and movement costs while in the air/hovering?
How hard woudl it be to implement an armor-based modifier that adds or substracts a certain amount of TUs based on the movement/transitions? Would that even be feasible?
I suppose it would have to be a multiplier of the movement cost. Still, considering how low these numbers are (4 or 6 TUs, not even counting running), it would probably lead to weird effects if the multiplier isn't chosen carefully.I was thinking more about a bonus/malus instead of an actual multiplier (as in, movement on the ground costs +2, flying +4) for that very reason, I might have worded that badly. I am trying to mod a flying armor that is downsized and takes more time to traverse from walking to flying and isn't quite as fast in the air.
Can anyone tell me where I could find the changelog for openxcom extended?
Comments?
Once again since linux users gonna need libSDL, may we get from next version an AppImage build? More info here (https://docs.appimage.org/user-guide/index.html)
Remind me, please, which option rigidly fixes stat points received for missions, not allowing soldiers to exceed statCaps under any circumstances? And is there such an option?
No, there is no such option.
Very sad. I wanted to use ARMOR_GAINS_EXTRA_SECONDARY_STATS_PERCENT, but in the absence of hard limits, this script spoils everything for me. Apparently I have to without him.
You can change the script to apply the hard limits.
In which particular file should add "extendedMeleeReactions"? This option does not work for me in either "difficulty.rul" or "vars.rul". Or do need to adjust the weapon for reaction separately?
Any file, but it needs to be inside "constants:" parent attribute.
Example here: https://openxcom.org/forum/index.php/topic,8166.msg127065.html#msg127065
Question about Distruptor pulse launcher - I've found what even with 120% (I know now what is not real accuracy %) it missing a lot - torpedo follows few way point but after that just flew out of battle map screen. Why that happened? New OXCE mechanics or it should be by default?
Here we go: 19,48,0 for first 19,48,3 is second 29,32,3 third and 29,32,2 last. Did it few times to make sure what I set way points in same place. I'm using guy in gold armor in front.
So my question is simple: is it possible to do the same thing in OXCE?
Gentlemen may I ask question about Psy/MC attacks - what circumstances trigger it? Let's set all option to defaults - I mean what aliens can attack regardless of line of sight. When they exactly start doing it? When they spot x-com units, when certain amount of turns has passed or something else? What priority they will use? Weak Psy/MC units, high ranked units or units with most powerful weapons in hands?Based on my last 3 months playing vanilla TFTD (dunno exactly how OXCE differs but my guess is not by much):
Question about throwing. The guy in front who have a flare in his hand trying throw it to another guy in front but flare just drops to his own feet. So: 1. I'm unlucky with trowing accuracy (but this is strange I did this 3 times in row and all was unsuccessful) 2. This is kneeling behavior. 3. It's because Triton roof affect throwing on distance. 4. May be a bug. Save file attached, don't forget remove Ironman mode there.
P.S.
To avoid double posting let's just edit my message with new interesting info: I drown very small USO (TWoTS) and wait while day come. Landing there, terrain was volcanic. I begin the mission and in few turns it's over because alien(s) died from wounds. I haven't discovered them visually. I got strange mission debriefing screen - only 7 aqua plastics. So I have a question - why? I know what all equipment in USO could be destroyed due to crash, same for aliens weapons and even bodies, but where gone corpse of last alien who was alive when mission starts? It's just gone. Really strange. Sorry I don't have a save file to reproduce it.
Also any chance of extending debug so it can tell you at which module it has found a problem?
Perhaps on startup if debug mode is enabled it loads each module in order and does a check to make sure everything is valid before loading the next module instead of loading everything then checking which seems to be the case jus tnow, since if you enable a module in the mods menu and there's an error it will tell you what module has the error, will save new people a lot of time on setup, I spent hours figuring out which modules were having issues as I had to delete them one by one to find which one it was.
Meridian, are there (or are planning) options for managing the cost and time of transfers between bases?
Consider that now he is. :)
Well, I need some details too... how should it work?
First, would like to know the default time and cost. How is the transfer price and time calculated?
Meridian, I'm sorry to bother you, but there is one more thing. If soldierDiaries (soldierDiaries: false) is disabled, can the "DIARY" and "STATISTICS" buttons be disabled? And what's the point in them, with statistics disabled?
Is there a quick way, while maintaining the inability to use alien artifacts, to allow them to be loaded onto the ship?
Can't say anything without seeing the full runnable mod.
As noted the hwp gauss doesn't seem to do much damage. Two hits to the coral shale only damaged the urchins on it. I forget the mcd armor of the shale pieces but it should be getting hit vs 75.
You have 56 syntax errors there.They're Case-Sensitive?
Sample attached as screenshot.
Sorry for asking again about pilots but I'm using now interceptor which require two of them. So question - how additional evasion and accuracy stats works now? Is it adding average of both guys? I mean formula is addstat=(statguy1+statguy2)/2 ? I'm asking because both my guys has +18 on accuracy if they used alone in one pilot interceptor craft. But now in two pilots the bonus stats stays +18 not +36. Thanks for explanation in advance.
Sorry for asking it here, but I have not saw Nord for long time (hope he is fine!). TWoTS latest. For some reason I can't dismantle one empty sub pen at base 1 until I sell D.U.P head torpedoes and other ship equipment. Is this because I'm almost lack of space and sub pens provide some small additional storage space too? Save file for investigation.
I'm going to be burned with this question... but since I can't find explanations and I don't understand the English language... I dare!I have finally found the cause of the error!
With OXCE 6.7 new keyboard/mouse commands appear. Example "M-click" in the research screen.
There was also "M-click" during the tactical to see the enemy and his weapons...
All these commands work very well with "OXCE 6.7 + XFiles" ! Thank you very much!
But why in an OXCE 6.7 game without any other pack these commands don't work ?
There must be something I didn't understand... sorry !
- Craft immune to detection by HKs and alien bases flag (`undetectable`)
- Melee terrain damage for 2x2 units: https://openxcom.org/forum/index.php/topic,8634.0.htmlIf the AI uses it, Reapers will finaly be able to navigate cities. :)
Sounds like a problem with the Mod. But I do not understand why the Mod matters.
I did not updated the Mod! An old Mod version should work with a new/fresh OXCE version - in my understanding.
So what do I missunderstand here?
Hello! Are universal patches for UFO and TFTD included?