statisticalBulletConservation: false
drawEnemyRadarCircles: 1
fixedUserOptions:
oxceAutoSell: false
oxceNightVisionColor: 8
oxcePlayBriefingMusicDuringEquipment: false
oxceStartUpTextMode: 0
oxceUfoLandingAlert: false
oxceWoundedDefendBaseIf: 100
Auto-Sell Manager - default NO: I can't really see the benefit of turning it off... IMO it should be enabled for everyone.
What I don't get is: why having many options is bad?
Are the bleeding/stun indicator options about the little icons (example: blood drop) next to the affected units? If so I'd like them to be optional, I like my battelscape "clean".
Also, dunno how the No-spoiler tech-tree works but: when you are researching unknown alien stuff I think it makes sense you don't exactly know what you get from a research.
No, it's the blue and purple boxes with numbers on the right-hand side of the UI.Oh I see. I'm fine with those.
Similar to the red/green boxes for visible aliens.
I use the following settings:
Wounded fight if base attacked - use YES
Remove wounded soldiers from training - use YES
Maximized Night Display - use YES
UFO landing alert - use YES
These options are best not to remove from the menu. Let it remain as it is.
could you also consider keeping friendly craft escort as a user option?
In what scenario does it make sense to turn friendly craft escort off?
If I'm not misunderstood, whether the people do not understand... This, as far as I understand it is about the options menu, from which the items will be removed. However, the functions themselves will remain and they can be enabled/disabled in options.cfg.
No, they will disappear from options.cfg too.
And if they are fixed in the "vars.rul"?
They disappear completely, as if they never existed.
Remove wounded soldiers from training - remove them, but remember if they want to return to training after recovery (automatically)
Play Briefing music longer - default NO
By the way, a wounded soldier, in this function, can be removed with only a normal training. Training in the psionic laboratory is saved. It would be necessary to removed psionic training too, with wounded.
Default YES please.
The option intentionally only removes from martial training.
I don't want to interrupt a whole month of psi training, just because someone is wounded for 1-2 days.
Also it would not be vanilla compatible.
Display map borders on the Minimap - turned off by default, turn on by pressing ALTFor most OXCE for Android users, this feature will be lost. Few will want to search and install a keyboard that can be opened in the game.
What I can not understand, "Maximized Night Display" is "fullNightVision"? I turned this option ON and OFF - no difference was found. Maybe because it is disabled "Automatic Night Vision" and night Vision activate the key"space"?
Doesn't" Martial training at any time " fix that?
For most OXCE for Android users, this feature will be lost. Few will want to search and install a keyboard that can be opened in the game.
What I can not understand, "Maximized Night Display" is "fullNightVision"? I turned this option ON and OFF - no difference was found. Maybe because it is disabled "Automatic Night Vision" and night Vision activate the key"space"?
Automatic Night Vision - if xcom units generate enough light that the screen is not pure black, don't do anything... if "pure black", turn NV on automaticallyWhat happens when you mind control an alien? Do mind controlled aliens get default unit light (I honestly don't remember) and so auto-NV is prevented?
What happens when you mind control an alien? Do mind controlled aliens get default unit light (I honestly don't remember) and so auto-NV is prevented?
I might sound rude but to simplify my point: I don't like night vision and I don't want to use it ever; if this rework can accidentally activate NV, then I'd prefer it to be optional.
This check would be done only once... at the beginning of the mission (before turn 1). If at least one of your soldiers generates at least some light, NV will not activate.I see.
For example, in normal vanilla game, it would never activate.
Your point is definitely not rude, I don't like night vision either... if you ever have any problems with it... I will be the first to implement a hard switch off for you.
I see.
What if someone is making a Cthulhu mod set in 1910, using 0 unit light to force the player to equip (occupying one hand) cumbersome lanterns/torches? Would night vision turn on since unit light is 0? In that kind of setting NV would be out of place. A fantasy setting could have the same issue I guess.
Maybe I'm missing something because I don't use NV: is it always available or do I have to define its availability in the armor definition?
1/ No worries, I will check the light level of tiles where soldiers spawn too... if there is any external light, NV won't be triggered.
As I said, only if you don't see fucking anything when the battle starts and you think the game crashed... then NV will activate to tell you that the game didn't actually crash.
2/ Yes, NV is always available, there is nothing to define on the armor.
IMO personal light is at least equally good, arguably much better.
Turn off and remove:I agree with all of the (updated) proposed options except the above one. I, for one, use this option. I have used it since I knew it existed. It saves me a lot from switching map and iso views every few seconds.
Maximized Night Display - use NO
IIRC NV was done because either you had personal lights on and got shot up from darkness, or had them off and could not see a damn thing.
Anything changed in this respect?
But if you really want to redo this function so much, then you do not need to check for "personal Light" at all. It is better to make a test for the equality of indicators "visibilityAtDay" and "visibilityAtDark", which determines the presence of night vision systems in the armor.
And the darkness only creates additional complexity. Not to mention the presence of incendiary ammunition, which in the original nothing but lighting areas are not suitable. And the Electro-flare in the game has not been canceled. Must be a complete idiot to go without them on a night mission with no means of night vision.
No better. In the "personal Light", not working "camouflageAtDark" and all opponents use the "visibilityAtDay" for detection targets with a personal light.
I feel a little torn about the idea of losing wounded base defense.
Xcom(1994)... is a game using personal light... and a game voted several times as "the best game of all times".
Do I need to say more?
Yes, if you generate light the "*Day" attributes apply.https://openxcom.org/forum/index.php/topic,4187.msg102014.html#msg102014
Usually the soldiers of the player "visibilityAtDay" greater than "visibilityAtDark". Equality of indicators "visibilityAtDay" and "visibilityAtDark" in the settings of the armor, it is a night vision system.
And I would like to see units with night vision activate night vision automatically, and units without night vision - no.
If visibilityAtDark = 10 and visibilityAtDay = 20 and you turn on night vision, you will still only see 10 tiles. Night vision does not change your vision to 20.
That's what I'm saying. In the scenario described by you, Night Vision should not be activated.
The highlight itself must be available when visibilityAtDark = visibilityAtDay.
Thanks for the feedback everyone.
Here's the updated proposal.
Turn off and remove:
---------------
Maximized Night Display - use NO
Less-Spoilers Tech Tree Viewer - use NO
Turn on and remove:
---------------
Martial training at any time - use YES
Display if weapon is two-handed - use YES
Show 2-handed indicator in inventory - use YES
Extra bleeding indicator - use YES
High Stun indicator - use YES
Show item weight in inventory - use YES
Friendly craft escort - use YES
Single-handed weapon unloading - use YES
Rework and remove:
---------------
Automatic Night Vision - if xcom units generate enough light that the screen is not pure black, don't do anything... if "pure black", turn NV on automatically
Remove wounded soldiers from training - remove them, but remember if they want to return to training after recovery (automatically)
Display map borders on the Minimap - turned off by default, turn on by pressing ALT
Convert into a mod option (instead of user option):
---------------
Statistical Bullet Saving - default NO
Draw enemy radar circles - change to 0 (never draw), 1 (draw if hyperdetected), 2 (always draw) => default 1
Hidden (in options.cfg), modder can fix (it's not possible to convert this into a mod option, that's why it unfortunately needs to stay here):
---------------
Start-Up Text Mode - default 0 # 0 = vanilla, 1 = remove dos4gw and soundblaster text, 2 = remove all text
Keep (as user option on the GUI):
---------------
UFO landing alert - default NO
Wounded fight if base attacked - default NO
Play Briefing music longer - default NO
Select Night Vision color - default 8
Auto-Sell Manager - default NO
IMO personal light is at least equally good, arguably much better.
Excuse me, why would I advertise my presence to every sniper on the map, especially if they're not returning the favour?
I don't really like night vision either, but it's like democracy: nobody has ever came up with anything better.
statisticalBulletConservation: false
drawEnemyRadarCircles: 1
fixedUserOptions:
oxceAutoSell: false
oxceNightVisionColor: 8
oxcePlayBriefingMusicDuringEquipment: false
oxceStartUpTextMode: 0
oxceUfoLandingAlert: false
oxceWoundedDefendBaseIf: 100
Rework and remove:
---------------
* Maximized Night Display - replace with hybrid night vision = local NV (with max shade 4) + global "maximized" NV (with max shade 8 )
* Automatic Night Vision - if craft interior is too dark (tile shade 12-15); or outside map is too dark (global shade 12-15) and all units have personal light <= 5... turn on NV
Keep (as user option on the GUI):
---------------
* Wounded fight if base attacked (health >= x%) - default 100%
If I understand well, now the NV for the areas the units have vision, are going to be more lighted than the areas where there is not vision, but all the map going to have some kind of NV, even if you don´t have anyone looking there?.
* Play Briefing music longer - default NO
Well, why did the music prevent you? Leave her alone please.
Sweet! Shall we see these in next openxcom version, say 5.3?
Can you tell me what I'm doing wrong, and what I need to do to re-enable the statistical bullet saving behavior?As far as I understand
Convert into a mod option (instead of user option):It is said that these opportunities can be set only in the mod itself, and not by editing options.cfg. And these changes will be effective only as long as the corresponding mod is on, and after it is turned off, they will be reset to their default values.
---------------
* Statistical Bullet Saving - default NO
* Draw enemy radar circles - change to 0 (never draw), 1 (draw if hyperdetected), 2 (always draw) => default 1Code: [Select]statisticalBulletConservation: false
drawEnemyRadarCircles: 1
statisticsBulletConservation: true
you need to add either to your own mod, which includes the Statistical Bullet Saving if necessary, or add X-Piratez to the same mod, in one of its rul-files.statisticalBulletConservation: true
to the file
You can write it yourself, it's literally just one line of code: