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Topics - skyhawk

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To go along with the optional ammunition for base defense structures, I would like to be able to define a fuel or consumable use for the Grav Shield [Or more accurately, TFTDs Pressure Bombardment Shield].

I envision something like the following:

Code: [Select]
    grav: true
    fuel_item: STR_ZRBITE
    fuel_quantity: 5


Like the base defense munitions, this would be computed at the Base Defense screen, whereby the fuel is consumed if the Shield needs to engage. If the fuel is not present, the shield would not engage and defenses would not get the opportunity to fire again - this would mean the defenses fail and you're into a Base Defense mission.

It would be nice to have the ability to vary fuel consumption by the size of the attacker - But that's probably more hassle than it's worth to implement.

OpenXcom Extended / Presenting multiple UFOPaedia pages
« on: April 27, 2021, 05:33:21 am »
I have a feeling this has been discussed before, but I'm not having any luck finding it, so I present this question here:

Is there a way to present multiple new UFOPaedia pages to the player at a time? Take this configuration for example:

Code: [Select]
    type_id: 10
    listOrder: 6501
      - STR_ZRBITE
    image_id: UP066.BDY

Code: [Select]
    type_id: 15
      - STR_ZRBITE
    image_id: UP023.BDY
    listOrder: 1699

My expectation is that when I have researched both STR_AQUA_PLASTICS and STR_ZRBITE, I should be presented with 3 pages - Either STR_AQUA_PLASTICS or STR_ZRBITE, then when I click OK it should pop up with STR_BASIC_TOOLING, then when I click OK it should pop up with STR_PLATED_DIVING_SUIT_UC.

The current behavior is that it pops up with STR_AQUA_PLASTICS or STR_ZRBITE, then moves on to tell me I can now manufacture STR_PLATED_DIVING_SUIT_UC. If I manually open the pedia I can find these new pages, but that's not really an ideal way to present lore and information to the player.

I know that the research tree code is a long-standing point of irritation, and I apologize for poking it.

OpenXcom Extended / Mod loading orders, Master Mods, and is-master
« on: January 25, 2020, 09:16:30 am »
So maintaining a "cheater" version of a large mod is moderately sanity-challenging. I'd like to have it as a sub-mod of my Rework mod, so I only need to list the few things it changes, rather than keep a whole entire copy of the Rework.

  Other mods that refer to master xcom2
  CheatSuite  <-- Slashes prices, build-times and buffs soldiers and armors for the vanilla game
  Rework   <-- Is a mod for xcom2, but makes massive changes and additions
    Rework-cheatsuite   <-- This just slashes prices, build-times and buffs soldiers and armors for the new stuff in Rework

I can make Rework is-master, but then it instantly becomes incompatible with all other xcom2 mods. It does still appear to work and have access to the vanilla resources.

Is there a way to have my cake and eat it too? Is the load order well defined in such a way that I can ensure that Rework-cheatsuite loads AFTER Rework?

OpenXcom Extended / TFTD Map Items Recovery question
« on: January 09, 2020, 09:29:40 am »
So I'm turning the 'Synomium Device' into a story item - This is a small map object present at Alien Artifact sites, and at Alien Colony sites. Destroying the item is a mission objective [It allows to complete the mission without neutralizing all hostiles], and is normally recovered as a 'Magnetic Navigation' item if you recover the site.

I've added the following to items:
    size: 0.5
    costSell: 200000
    specialType: 15
    recoveryPoints: 100   <-- Yeah, it's really important

I've added this to alienDeployments:
    objectiveType: 15
    objectiveType: 15

And I've got two modified MCD files, assigning the Synomium Device object as specialType 15, rather than the usual specialType 3.

If I destroy the device, I get the 'mission successful' message. If I recover the site, I do NOT get a Navigation item [So the modified MCDs appear to be working], but I also don't get a STR_SYNOMIUM_DEVICE.

Anyone have any idea what I'm doing wrong?

OpenXcom Extended / [y-script] Custom scripting reference or help?
« on: January 06, 2020, 10:18:23 am »
I'd like to implement an integrated medical system in advanced armors.

The scripting system seems like a bit of a black art to me. I can provide psuedocode of exactly what I want to happen, but have no idea where to even start coding it.  Is there some digestable reference that my quick google-fu has failed to find?

In this context, 'break' means to cease execution. The script should never do more than one thing per turn per soldier.

  if IsXComTurn == true
    if SoldierInFancyArmor == true
      if FatalWounds > 0  [Any gaping holes?]
        FatalWounds = FatalWounds - 1
        HP = HP + 3 [Standard medkit heal behaviour]
      if Unconscious
        Administer stim shot
      if MoraleDamagedDueInjury  [How does morale and painkillers work wrt injury, vs buddies dying, vs psi fuckery?]
        Administer a painkiller shot
      if Energy < MaxEnergy * 0.6  [Exhausted from all that running around?]
        Administer a stim shot
      if StunLevel > HP * 0.5  [At risk of incapacitation?]
        Administer a stim shot

Scripts done and tested good as far as I can tell, thanks all!

This is what the pseudocode for the final product looks like:

    if IsXComTurn == true
      if SoldierInFancyArmor == true
        if FatalWoundsNum > 0  [Any gaping holes?]
          HP = HP + DiceRoll * FatalWoundsNum
        if Unconscious
          Administer stim shot
        if Energy < MaxEnergy * 0.6  [Exhausted from all that running around?]
          Administer a stim shot
        if StunLevel > HP * 0.5  [At risk of incapacitation?]
          Administer a stim shot

OpenXcom Extended / Skyhawk's Wishlist
« on: December 08, 2019, 06:57:10 am »
Probably a bit presumptuous of me to start making requests when I've hardly published anything, but.... To the best of my knowledge the things listed below are not possible, please correct me if I'm wrong!

This is a list of features I'd like to see added to OXCE:

  • Base Defense Facility ammunition - see here. [Moderate Want]
  • Method to restrict certain armors to psi-capable soldiers. [Badly Want]  -- SoldierTransformations offer a somewhat less than idea way to do this
  • Method to set Research projects to need any arbitrary item, not just an item with it's own name. [Moderate Want]
  • Ability to break apart 'Panic Unit' and 'Mind Control' for Psi-amp devices. I'd like to have a low-tier amp that's only good for panicking enemy units. [Mild want]
  • Ability for a research project to give more than one thing at a time. I'd like to keep the vanilla GetOneFree logic for interrogations, but have these research projects give other things at the same time. [Mild Want]

OpenXcom Extended / [DONE][Suggestion] Base Defense Facility Ammunition
« on: December 04, 2019, 01:17:00 am »
In vanilla TFTD [And there's an equivalent in EU/UFO I believe] there's a late-game weapon type called the PWT. It requires ammunition that is very expensive in Zrbite.

There's a craft PWT launcher, which likewise requires very Zrbite expensive projectiles.

Then there's a base defense facility, which costs no exotics to build [You've already addressed this], but can also fire at incoming hostiles without a care in the world, because its ammunition is free.

This suggestion will not have any impact at all on vanilla, but allow modders to easily correct this situation:

  Add two attributes
    ammunitionType: default none
    ammunitionCount: default 0
    [optional] noAmmoMessage: default 'NO AMMO'? # This would allow per-facility type no ammo strings

The logic is very straightforward. During a base defense, this facility cannot fire if the required ammunition is not present [Print a message like 'NO AMMO']. If the facility does fire, subtract the ammunition from stores.

OPTIONAL - Allow reduced damage with incomplete ammo loads. For example - the facility has a defense strength of 1000 and an ammo count of 4 [4 torpedo launchers]. If there's only two torpedoes in stock, the facility will fire for a strength of [(1000/4) * 2]. Some way of communicating to the player that ammunition was insufficient would be a good idea, but I'm not sure the best way to handle that.

This will also require tweaking the UFOPedia to show the required quantity and type of ammunition.

OpenXcom Extended / Removing/Replacing UFOPedia pages
« on: December 01, 2019, 06:28:03 am »
I'm considering having multiple research projects for a given alien weapon.

One project as a quick "How do I make the unfriendly end of this thing work?" project, followed later by a more demanding "How does this thing work and how do I build more of it?" project.

I would like to unlock one UFOPedia page upon initial research, then remove that page and replace it with another upon completion of the second project.

Can I ask for something like a "removedby" field, which will basically act as the inverse of "requires"?

Hrm. This might not be viable if "id" must match the actual item ID, and must be unique.

Resources / TFTD art request
« on: December 01, 2019, 01:45:17 am »
No idea if this'll produce anything, but why the hell not?

I'm working on an Aqua-Plastics Rework for TFTD, and I could use some help with art assets.

These are pretty much outside the scope of my artistic ability:
* UFOPedia graphics for the stock X-Com Diving Suit
* Full assets (UFOPedia/Battlescape/Paperdoll) for the "Plastic Plated Diving Suit". The idea is that X-Com doesn't know how to make flexible Aqua-plastics, so the dive helmet is replaced with a Plastic Aqua-Armor like one [or something else, open to interpretation], and the fabric/rubber dive suit looks much the same, but has a few rigid ballistic plates in it [Thinking along the lines of present-day body armor].

I might be able to puzzle something out for these, but maybe someone here can bang something out really quick:
* UFOPedia / Battlescape graphics for "Plastic Coelecanths" - These use conventional Coelecanth components, but incorporate Aqua-plastics into their frames and exterior plating. I'm kinda thinking maybe just a pallet-swap?
* UFOPedia and Base(Hangar) graphics for Plastic Barracuda and Plastic Triton flying subs. Again, thinking mostly pallet-swap.

Work In Progress / TFTD Tech-tree Rework and Lore Expansion 0.2 [WIP]
« on: November 29, 2019, 10:32:30 am »
After almost two years buried under a pile of rubble on the back burner, I'm back with v0.2!

TFTD Tech-tree Rework and Lore Expansion 0.2

DOWNLOAD at the Mod Portal:
CheatSuite for the Rework:

This mod completely reworks the TFTD tech-tree, with aim to expanding the lore and making the technological progression a bit more believable. There are more options and buildables early game, and the late-game Ion armors are enhanced, but take longer to get to.

Game balance at this point can probably be described as 'lol'. I need to take some time to spreadsheet things out to get the overall research hours similar to vanilla.

I'm trying to avoid making large changes to the gameplay experience [And I have the artistic ability of a turnip], so little new artwork or battlescape units are planned.

This mod REQUIRES OpenXCom Extended 7.0.5 or newer (Changes were made to how getOneFreeProtected behaves in 7.0.3-Test) - At time of writing this can only be found in the main OXCE forum thread:,6586.msg138583.html#msg138583

Changes to vanilla:

* Too many to count. More variety and flexibility with early game units and armors, with late-game equipment taking longer to get to.

Wishlist/Todo - Feedback, suggestions and contributions for the below are welcome!

* Lots of artwork (UFOPedia artwork, mostly) and level design (New base facility artwork and Battlescape maps). Assistance is more than welcome!

* I've got palette problems with a bunch of the Battlescape artwork I've done. Most visible with the Plastic (Grey) Coelecanth and basic Ion Armor (Orange) showing red highlights during motion or line-of-fire-obstructed flashing.

* Translations are welcome! I've only supplied English text. English proofreading suggestions are also welcome.

* I still really don't like a lot of the UFOPedia text for the Alien descriptions and autopsies, these will likely be revised in the future.

* I'm considering (Have pretty much planned and have a good idea what the flavor text would be) adding an 'Advanced Gauss' family of weapons to the game, requiring late-game research and infrastructure to build. These would be all-around better than the early-game Gauss, and require small amounts of Zrbite to build, but would be overall much more economical than Sonic weapons. Seems like a waste of time considering that Lobsters are nearly immune to Gauss, and by that point every alien you drop leaves a Sonic Cannon for you to use.

* Lots more shit I'm forgetting right now, I'm sure.


Version 0.1 - Initial Release
Version 0.2 - Way too many changes to list, project name changed to 'Tech-tree rework and Lore Expansion for TFTD'

OpenXcom Extended / [DONE] Soldiers ignoring hostiles?
« on: November 28, 2019, 12:12:15 pm »
I've just started using OXCE/TFTD, and so far it does appear fairly faithful to vanilla/OXC.

But my soldiers just keep on trucking on whenever they spot a hostile! In OXC they will stop and I can either instruct them to continue moving or react to the new information.  These morons are gonna get themselves killed blundering around in front of the aliens!

I can't find any option that controls this; what's the deal?

PS: in vanilla running was not possible at all

Help / Duplicating/Inheriting Rules?
« on: November 24, 2019, 01:03:21 pm »
Let me open by saying I'm fairly new to actually creating new rules [Rather than tweaking what's already there] in OpenXCom. I apologize if some of the terminology I'm using is incorrect, or if this is a stupid question with an obvious answer right over there.

In the interests of reducing potential inter-mod conflict, I'd like to create a new thing, but have it based on an existing thing that I then specify my modifications to.

For example:

Take this stock rule from TFTD
Code: [Select]
    type_id: 13
    image_id: UP068.BDY

I'd like a way to specify something like the following:

Code: [Select]
    derive_from: STR_COELACANTH_GAUSS

This way if another mod makes changes to this unit [Like my own remove-magnetic-navigation prerequisite mod] the new unit will inherit those changes.

Does this make any sense or am I babbling crazy talk?

Open Feedback / Music looping points?
« on: November 12, 2019, 06:16:27 am »
Quickly bringing up something from years ago to see if there is any chance of getting it implemented now:

Can we get looping points implemented for digital music? Something like this?

I ask because I could produce better-sounding MT-32 music packs for both EU and TFTD with this ability.

Open Feedback / Suggestion - Interception Bingo Fuel indicator
« on: July 02, 2014, 04:40:18 am »
Apologies for not putting this in the Suggestions forum, but they seem to have some syntax they use there.

I would like to see a line added to the Craft Status screen on the Geoscape, probably just under the Fuel percentage would make sense:
Either "Estimated time to bingo fuel" or "Worst case time to bingo fuel", whichever would be easier to implement.

Reasoning should be pretty obvious - if I'm chasing or shadowing a UFO hoping it's gonna land, I would like a reliable indicator of how much longer I can put off shooting it down.

Suggestions / Configurable deployment order for Battlescape?
« on: June 22, 2014, 01:15:02 pm »
One of the mods that XComUtil was able to make was to sort your troops by rank - the higher the rank, the further from the back of the 'sport they were.

This meant no random shot into the transport during the first turn snipes your Colonel, and your Colonel isn't the first guy off the 'sport trying to dodge plasma bolts everywhere.

I've searched and failed to find similar functionality for OpenXCom, either in the base program or as a mod. Is my google-fu lacking, or has no-one implemented this?

Ideally, I'd like an interface where I can actually set what units I want where. If I could have a few soldiers in _front_ of the tank that would be excellent. With a smoke screen a tank might not get insta-killed, and it might be worthwhile bringing one along.

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