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Messages - robin

Pages: [1] 2 3 ... 83
1
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: January 03, 2025, 10:49:47 pm »
Should I remove trailing spaces also from the scripts (attached)?
This file is a black box to me; I'd remove them using Notepad++ menu command.

2
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.30.4
« on: January 02, 2025, 05:10:12 pm »
For oxce80 compatibility, some trailing spaces need to be removed, in `countries_apoc.rul`

In `alienDeployments_apoc.rul`, there is also a syntax error on line 1689:

Code: [Select]
    duration: [1463-1465]
Thanks!
Trailing spaces like spaces after a list, example:
Code: [Select]
"      - [192, 229, -70, -57] "?

3
Help / Re: OXCE, research: requires + cost ?
« on: December 28, 2024, 07:26:22 pm »
I do recall getting 0 cost projects appear on the list when playing around with them. I believe this commonly happens when loading a save in between mod changes. AFAIK, 0 cost topics get instantly completed upon being unlocked from another research, but if that other research was already completed in the save and you make the change, it'll appear on the list of available topcis to be researched. I doubt that it's the needItem flag since its default is false when omitted (so it's still false in your example).

You might have a slight issue when using requires, I'll give an example and you hope you can test it out to make sure.
'requires' topics MUST be completed before dependencies are even considered. For dependencies that set the unlock property to the dependant research it means that they'll be ignored upon their completion and another dependency will have to trigger the unlock.
Let's say I start by an easy UFO, I complete the STR_UFO_PROBE but don't have any of the requirements. I later do start and complete each of the 4 required topics, but the PROBE_PR is not unlocked, now I study another dependency, UFO_SCOUT after all the requirements are met and that should finally unlock. Of course, if I make that research or any other of the dependencies with ANY requirement missing, I would then need another dependency.
I'm unsure what would happen if you exhaust all dependencies before all the requirements are done.
I see, thank you.
I didn't know about that "requires" behavior, I need to take it account when defining research topics.

4
Help / Re: OXCE, research: requires + cost ?
« on: December 28, 2024, 06:20:13 pm »
Thanks!
Based on your suggestion I adopted the solution below.
With your code the PR research was visible in the research list, perhaps the cause is the "needItem: false" at the bottom.

Code: [Select]
  - name: STR_DIMENSIONAL_PROBE # fake craft
    cost: 120
    points: 10
    dependencies:
      - STR_DIMENSIONAL_PROBE_PR
    needItem: false

  - name: STR_DIMENSIONAL_PROBE_PR # Prerequisite needed because requires and cost cannot coexist.
    requires:
      - STR_ALIEN_CHITIN
      - STR_ALIEN_CONTROL_SYSTEM
      - STR_ALIEN_POWER_SOURCE
      - STR_ALIEN_PROPULSION_SYSTEM
    dependencies:
      - STR_UFO_ABDUCTOR
      - STR_UFO_AGGRESSOR
      - STR_UFO_ASSAULT_SHIP
      - STR_BATTLESHIP
      - STR_UFO_BOMBER
      - STR_UFO_CARRIER
      - STR_UFO_INCURSOR
      - STR_UFO_MOTHERSHIP
      - STR_UFO_PROBE
      - STR_UFO_SCOUT
      - STR_SUPPLY_SHIP
      - STR_TERROR_SHIP
    #needItem: false

5
Help / OXCE, research: requires + cost ?
« on: December 28, 2024, 04:25:14 pm »
Defining both "requires" and "cost" (cost != 0) on a research topic is not allowed.

How should I define the Dimensional Probe research topic:

 - at least one UFO must be researched (each UFO "unlocks" STR_DIMENSIONAL_PROBE).
 - STR_ALIEN_CONTROL_SYSTEM, STR_ALIEN_POWER_SOURCE and STR_ALIEN_PROPULSION_SYSTEM must be all researched.
 - the research topic itself has a cost.

It the only way to split it in two research topics?

Current ruleset:

Code: [Select]
  - name: STR_DIMENSIONAL_PROBE # fake craft
    cost: 120
    points: 10
    requires:
      - STR_ALIEN_CONTROL_SYSTEM
      - STR_ALIEN_POWER_SOURCE
      - STR_ALIEN_PROPULSION_SYSTEM
    dependencies:
      - STR_UFO_ABDUCTOR
      - STR_UFO_AGGRESSOR
      - STR_UFO_ASSAULT_SHIP
      - STR_BATTLESHIP
      - STR_UFO_BOMBER
      - STR_UFO_CARRIER
      - STR_UFO_INCURSOR
      - STR_UFO_MOTHERSHIP
      - STR_UFO_PROBE
      - STR_UFO_SCOUT
      - STR_SUPPLY_SHIP
      - STR_TERROR_SHIP
    needItem: false

Thanks

6
Help / Re: psiSkill for all hidred soldiers set at minimim
« on: December 27, 2024, 04:39:40 pm »
Ah I see, I didn't think about the fact that psiSkill has a different behavior. Thanks

7
Help / psiSkill for all hidred soldiers set at minimim
« on: December 27, 2024, 03:40:19 pm »
I noticed that, in my mod, all new soldiers have psiSkill set to the minimum value 15; the value should range from 15-30 instead.
This affects both the initial soldiers and the soldiers that you hire.

Mod is here: https://openxcom.org/forum/index.php?topic=3319.0
To reproduce, start a new game and check soldiers stats and hire soldiers.

The 0.30.4 mod ruleset (soldiers_apoc.rul) modifies/overrides the default STR_SOLDIER. I also tried to delete STR_SOLDIER and define a whole new STR_SOLDIER but I get the same result.
The mod also forces:
 * Psionic training at any time
 * Psi-Strenght Evalutation
Don't know if relevant

Could you help me solve this issue?

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    costBuy: 60000
    costSalary: 25000
    minStats:
      tu: 60
      stamina: 50
      strength: 30
      psiStrength: 15
      psiSkill: 15
      melee: 40
    maxStats:
      tu: 70
      firing: 60
      throwing: 70
      psiStrength: 40
      psiSkill: 30
      melee: 60
    trainingStatCaps:
      tu: 80
      stamina: 80
      bravery: 80
      reactions: 80
      firing: 80
      throwing: 80
      strength: 80
      psiStrength: 80
      psiSkill: 80
      melee: 80
    statCaps:
      tu: 100
      stamina: 100
      bravery: 100
      reactions: 100
      firing: 100
      throwing: 100
      strength: 100
      psiStrength: 100
      psiSkill: 100
      melee: 100
    # avatar stuff:
    armorForAvatar: STR_NONE_UC
    avatarOffsetX: 67
    avatarOffsetY: 47

8
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.30.4
« on: December 15, 2024, 11:51:59 pm »
New version up, 0.30.4.
Just added a couple of background graphics, nothing else.

9
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.29.0
« on: November 27, 2024, 12:28:49 am »
Hello Robin!
Here :)
Thanks, added to the release.

New version 0.30.3 (hopefully no brutal bugs..) uploaded. Link in OP post.

10
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.29.0
« on: November 05, 2024, 12:05:13 am »
Thanks for the update! Great to see the mod alive. :)
Thanks :), this is a temporary release for wolwerin translation.

11
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.29.0
« on: November 05, 2024, 12:02:07 am »
@wolwerin
0.30.3-beta attached (edit: link removed).
Also attached the (theoretical) research tree.

12
Work In Progress / Re: [WIP]X-Mars
« on: October 01, 2024, 09:22:15 pm »
Looks great.
Nord you are unstoppable!

13
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.29.0
« on: August 18, 2024, 10:22:36 pm »
Hello wolwerin,
thanks for the report!

#1 added to the "to fix" list.
I think I already fixed #2 in my local version (0.30.3), but I will check again.

I'm in summer-lazy-mode, so please be patient  :P

14
Help / Alien Retaliation flock
« on: May 25, 2024, 07:35:50 pm »
Goal:
  • Flock of 4 UFOs heading together to X-Com base.
  • 2 UFOs should be hunter killer of type INCURSOR, escorting the generating UFO.
  • 1 UFO should be hunter killer of type ASSAULT_SHIP, escorting the generating UFO.
  • 1 UFO should be the one generating the Base Defense.
  • Once Base Defense is over, generating UFO should fly away with the others (not disappear that is) (is it even possible?).

My current ruleset is as follows.
No matter how much I fiddle, I can't get the intended result.
The effect of current ruleset is: 4 ASSAULT_SHIP UFOs, each generating a Base Defense (so 4 Base Defense in a row), see screenshot.
(timer is set to 10 because I wanted to understand what was happening; since UFOs are supposed to fly together, final Timer is going to be 1 or 0).

Code: [Select]
  - type: STR_ALIEN_RETALIATION
    points: 0
    objective: 4
    spawnUfo: STR_UFO_ASSAULT_SHIP # Spawned for the final retaliation run
    operationType: 6  # take off and land in the same alien base that spawned the mission
    raceWeights: *raceWeightsAlienDrop
    # In the case of a shootdown, race comes from the UFO that triggered the mission.
    skipScoutingPhase: true
    #multiUfoRetaliation: true # test unknown effect
    #multiUfoRetaliationExtra: true # test unknown effect
    targetBaseOdds: 100
    waves:
      #- ufo: STR_UFO_BOMBER
      #  count: 2
      #  trajectory: A1_EXIT_ZONE2
      #  timer: 10
      #  hunterKillerPercentage: 100
      - ufo: STR_UFO_INCURSOR
        count: 2
        trajectory: A1_EXIT_ZONE2
        timer: 1
        hunterKillerPercentage: 100
        escort: true
      - ufo: STR_UFO_ASSAULT_SHIP
        count: 1
        trajectory: A1_EXIT_ZONE2
        timer: 10
        hunterKillerPercentage: 100
        escort: true
      - ufo: STR_UFO_ASSAULT_SHIP
        count: 1
        trajectory: A1_EXIT_ZONE2
        timer: 10
        hunterKillerPercentage: 100
        escort: true

Thanks



15
Hi ohartenstein23,
I still have the issue of the missing tunnels under X-Com craft, some are dug some are not, see screenshot.

related mapScript:
Code: [Select]
  - type: U_DIMENSION  # U_BUILDING + U_PLANET using verticalLevels
    commands:
    - type: addCraft
      size: [1, 1, 9]
      verticalLevels:
       - type: ground
         size: [1, 1, 5] # either 0 or the z-level where your craft is supposed to be
         groups: 0
       - type: decoration
         size: [1, 1, 0] # either 0 or the z-level where your craft is supposed to be
         terrain: U_PLANET
         groups: 1
       - type: craft
         size: [1, 1, 4] # either 4 or the height of the craft's map
   
    - type: addBlock
      #groups: 2
      #executions: 1
      size: [1, 1, 9]
      verticalLevels:
      - type: ground
        size: [1, 1, 5]
        groups: 2
      - type: ceiling
        size: [1, 1, 4]
        terrain: U_PLANET
        groups: 2
     
    - type: addBlock
      size: [2, 2, 9]
      verticalLevels:
      - type: ground
        size: [2, 2, 5]
        groups: 3
      - type: ceiling
        size: [2, 2, 4]
        terrain: U_PLANET
        groups: 3
       
    - type: addBlock
      size: [2, 2, 9]
      executions: 3
      verticalLevels:
      - type: ground
        size: [2, 2, 5]
        groups: 3
        blocks: [1, 2, 5, 6, 7, 8, 9, 10, 15]
        maxUses: [1, 1, 1, 1, 1, 1, 1, 1, 1]
      - type: ceiling
        size: [2, 2, 4]
        terrain: U_PLANET
        groups: 3
        maxUses: 1
       
    - type: fillArea
      size: [1, 1, 9]
      verticalLevels:
      - type: ground
        size: [1, 1, 5]
        groups: [0, 1]
        freqs: [3, 1]
      - type: ceiling
        size: [1, 1, 4]
        terrain: U_PLANET
        groups: 0
     
    - type: digTunnel
      direction: both
      tunnelData:
        level: 1
        MCDReplacements:
          - type: corner
            set: 11
            entry: 2
          - type: westWall
            set: 11
            entry: 1
          - type: northWall
            set: 11
            entry: 0
          - type: floor
            set: 11
            entry: 50
           
    - type: digTunnel
      direction: both
      tunnelData:
        level: 3
        MCDReplacements:
          - type: corner
            set: 11
            entry: 2
          - type: westWall
            set: 11
            entry: 1
          - type: northWall
            set: 11
            entry: 0
          - type: floor
            set: 11
            entry: 50


Mod here: https://openxcom.org/forum/index.php?topic=3319.0
You can reproduce creating a DIMENSIONAL GATE ASSAULT,  using any 2*1 craft (like TRANSPORTER), in Quick Battle.
Attached a save from the campaign where this type of mission site exists, so you can send the craft to it, screnshot attached.

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