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Messages - memmaker

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Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: May 03, 2020, 03:51:31 pm »
Research times are scaled for the 10 scientists you got. No reason to get more, that's why there is no real way to get more.

Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: May 03, 2020, 03:44:03 pm »
The heavy cannon has some shredding capabilities itself, but the shred skill only activates when it is used by a grenadier. At least that's how it is supposed to work.

I've just uploaded a release which should allow you to research the skeleton key and thus update the mission objectives.

OXCE Suggestions DONE / Re: [Documentation] Soldier Skill Menu
« on: April 02, 2020, 01:13:24 pm »
It has not been added to that call, yet. True.

OXCE Suggestions DONE / Re: [Documentation] Soldier Skill Menu
« on: April 02, 2020, 12:52:42 pm »
Hi Nord,

The list there has all the targeting modes (which are derived from the internal battle actions). Medi-Kits have no special handling regarding the targeting. They use BA_USE as a battle action as do most special inventory items, iirc. So a skill with a medi-kit and targetMode: 11 should be what you are looking for.

Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: April 02, 2020, 11:30:35 am »
Thanks for the report. Will be fixed in the next release.

Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 31, 2020, 04:37:04 pm »
I've been investigating this and it seems there was indeed some unintended behaviour.
This should have been fixed now. Thanks for reporting.

Until the next proper release, here is a hotfix which should adress these issues:

 - Fixed alien melee weapons not hitting
 - No more early game base defense

NOTE: The base defense will still occur in a save where the alien retaliation mission has already started.
In order to reset the alien mission there are multiple options:
 - Start a new game
 - Load a save before the alien retaliation mission started
 - Edit the save file to remove tha STR_RETALIATION mission part
 - Pressing CTRL+D and then CTRL+6 should switch to debug mode and reset the alien missions for this month, then saving and loading could do the trick, too

Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 31, 2020, 03:16:25 pm »
Did you do the alien base assault before and did your mission objectives match up?
If not this is a bug and I would need to know at which stage in the story you were. What was you current mission objective?

Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 30, 2020, 09:42:31 pm »
Thanks for pointing out. Has been fixed. Andromedons and Berserker melee weapons will work as expected in the next release.

Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 30, 2020, 04:55:31 pm »
I've included a hotfix release for you, attached to this reply, that should fix the berserker crash.

Investigating the problem with the mission objectives.
Did you start out with Version 0.9.6 or did you update your saves?

Offtopic / Marines vs Aliens (Working Title)
« on: March 30, 2020, 01:31:03 pm »
Yes, yet another turn-based, squad tactics game  ;D

I saw the really great thread of nikita_sadkov and thought I might post my own little side-project here. This is in no way as complicated as his project is or openxcom.

I will start off with what I do not want to do.

This is not a X-Com game and not a simulation.
No 3D or projectile ballistics.
No isometric graphics.
No complicated animations.

Inspiration for this project comes from the tabletop game "Space Crusade".

Also I saw a stream where someone was playing the video game adaption of the board game on the amiga and mentioned how cool it would be to have that on his tablet.

This lead to the main goal: A "Space Crusade" style (without the GW IP!) tactical board game for mobile devices with a hot-seat mode.

I also had modding in mind when starting this project and so I blatantly copied the YAML file modding mechanism from OpenXcom because it is so damn clever ;)

Since I want to do game mechanic development and not engine development, I am using Unity for this project. I am also more used to C# than C/C++. Still, kudos to all the C++ warriors doing their game engines with SDL.

What is working right now?

 - Read rules from YAML files
   - Rules for factions
   - Rules for units
   - Rules for weapons
   - Rules for maps
   - Rules for deployment of units
 - Turns for unlimited faction
 - Small unit movement and attacking
 - Doors
 - Pathfinding
 - Field of View calculation
 - Basic UI
 - Area of Effect weapons
 - Weapon targeting preview
 - Usability on mobile devices (testing on iPad)
 - Basic Hot-Seat gameplay (No win or lose conditions yet ;))

Here are some screenshots of the current state:


I am currently ironing out the quirks with big unit movement. Most problems are solved, but one is still there.
You can see it in the second screenshot. My big units have a list of relative grid positions (eg. for a 2x2 it is [0,0],[1,0],[0,1],[1,1]) which are relative to the position I use for referencing the unit. Currently my path preview uses that one square and just puts the other relative positions around it and then highlights them all. This, of course, has the problem which is visible above. If I want to move exactly one square to the north, I can't click there, because an occupied position is no valid click target. It is also not elegant, I really want the user to be able to click the tile to the north and the preview to adjust accordingly. I believe OXC has the behaviour I am looking for, so if I do not find a solution myself I might peek at the source ;)

Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 30, 2020, 10:55:12 am »

First of all, thank you very much for playing my mod and taking the time to report the problems here in the forums.

1 - is gremlin not suposed to have a medkit? In its descryption it states that they can deploy medical equipment.

Thanks for pointing. This will be resolved.

2 - objective doesn't update but i allready saw that someone reported that.
This should have been fixed already, which version did you try?

3 - training doesnt seem to work my soldiers have like 3 combat xp and i still haven't unlocked any new abilities.

They do not unlock new skills automatically, did you try the soldier transformations called "Advanced Training"?

4 - heavy laser's descryption isn't correct. it states 35 lasers per charge but in reality it's 21.
Will be fixed.

5 - i don't think that the psi lab is suposed to cost 750 000$.
You are right, will be fixed.

6 - and finaly there is a really weird glich. Berserker / Berzerker corpse spirite is gliched, also there are 2 different names for melee muton, one with S and other one with Z.

Again, thanks for pointing out. Will also be fixed in the next release.

Tools / Re: Ruleset tools for the command line
« on: March 29, 2020, 06:37:17 pm »
Python script for converting ruleset globe polygons into .DAT files:

Code: [Select]

import sys
from pprint import pprint
from ruamel.yaml import YAML
import warnings
from ruamel.yaml.error import ReusedAnchorWarning

def parseRuleFile(filename):
    with open(filename) as file:
        yaml = YAML()
        yaml.allow_duplicate_keys = True
        data = list(yaml.load_all(file))
        return data

def handleRuleFile(filename):
#    print("Trying to parse YAML in " + str(filename))
    data = parseRuleFile(filename)
    for docs in data:
        for key, value in docs.items():
            if key == "globe" and "polygons" in value:
                return value["polygons"]

def writePolygonsToDatFile(polygons):
    with open("NEWWORLD.DAT","wb") as f:
        for record in polygons:
            isFirst = True
            tex = -1
            for number in record:
                if isFirst:
                    isFirst = False
                    tex = number
                number *= 8
                f.write(int(number).to_bytes(2, 'little', signed=True))
            if len(record) == 7: # short record
                f.write((-1).to_bytes(2, 'little', signed=True))
                f.write((0).to_bytes(2, 'little', signed=True))
            f.write(tex.to_bytes(4, 'little'))

if len(sys.argv) > 1:
    path = sys.argv[1]
    polygons = handleRuleFile(path)

Having that display as a debug mode only tool makes much more sense to me.

Tools / Re: Ruleset tools for the command line
« on: March 28, 2020, 03:52:50 pm »
Python script for the extraction of Polygons from World.dat type files:

Code: [Select]

import sys
from pprint import pprint
#- load WORLD.DAT as binary
#- .DAT is a sequence of x1, y1, x2, y2, x3, y3, x4, y4, tex values
#- coordinates are 16-bit int, texture is 32-bit int
#- multiply coordinates by 0.125
#- output as - [x1, y1, x2, y2, x3, y3, x4, y4, tex] for yaml
#- if x4 == -1, don't output x4, y4

def readOneRecord(f):
    record = []
    for i in range(0, 8):
        readValue =
        if not readValue:
            return record
        intCoord = int.from_bytes(readValue, byteorder='little', signed=True)
        if i == 6 and intCoord == -1:
        record.append(intCoord * 0.125)
    tex = int.from_bytes(, byteorder='little', signed=True)
    return record

if len(sys.argv) > 1:
    path = sys.argv[1]
    with open(path,"rb") as f:
        nextRecord = readOneRecord(f)
        while len(nextRecord) > 0:
            nextRecord = readOneRecord(f)

Released Mods / Re: [OXCE][BETA][MAJOR] Vigilo Confido
« on: March 25, 2020, 09:19:03 pm »
Hi again and thanks for the feedback.

I've managed to capture and research few alive aliens, but objectives didn't change. Killed few Outsiders, but don't see any shards anywhere. I still have some research available, but nothing seems to move the story.

This is an error on my side. Have been investigating this and it will be fixed in the next release (0.9.7).

But managed to increase size of Skyranger :) still, the replacement is kinda confusing, because new skyranger has exactly the same name as the old one :)

Alright, guess I'd better add a suffix space indicator to the name then.

Shooting heavy rocket can leave behind some weird walls. It's difficut to explain, I will try to attach images to show how it looks.

This seems to be an issue with the map pack, I have reported it to the creators and will integrate a the new version once it has been fixed.

Sometimes, attack gives some interesting extra info that appears in place of soldier stats, like "hit 39, pierce 3" or something and make target turn red for a fraction of a second. I love this effect, but it seems completely random. Can appear in one mission and then be completely gone for the rest of the game session. May be an engine bug.

This feature is called "Combat Information" and is a special passive ability of the "Specialist" class. So you will only see these hit confirmation messages when you have a specialist in your squad.

Difficulty is still kinda crazy :) I know, I've tried superhuman, but still, base defense with soldiers having starting equipment against some heavy mutons, few sectopods and ethereal or two is basically a game over most of the time.

When did you get a base defense? There is actually only supposed to be one scripted base defense, so some more information could help me out here.

The same applies to the difficulty, please provide me with some more feedback. Are you used to playing vanilla X-COM on super-human? How does the difficulty curve behave? Did you find easy strategies to cheese the difficulty?

I haven't played version extended 6.4 before, so I'm kinda cofused about this whole mana/battle focus thing. Not sure if it's explained anywhere.

Mana is resource that has been added to OXCE. Modders can change it to represent anything they want in their mods. I have been using it under the name of "Battle Focus" as a resource for ability use. Is there anything specific you'd need to know? I could update the in-game Ufopedia articles accordingly.

Cheers, keep up the good work! Don't know who made the new terrains, but the look great!

These fine maps have been provided by the C.M.P. (Community Map Pack):

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