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Topics - 0xEBJC

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1
It would be a helpful feature for mods to configure facilities to have the ability for specific other facilities to upgrade over them without affecting what they currently provide to the base, vs build over them.

The 'buildOverFacilities' options seams to stop the previous facilities provided resources, for example build over the HQ with the Virtualized HQ, I loose the lab capacity.


Example of desired outcome:
Code: [Select]
  - type: STR_GENERAL_STORES
    canBeBuiltOver: true
    allowableUpgradeOverFacilities:
      - STR_GENERAL_STORES_2
      - STR_GENERAL_STORES_3


So upgrading building a large or huge storage facility over a regular general stores would allow the base to still have the 50 storage space of the general store while the new facility is being upgraded over top.  But, I i built a Hangar over the general stores then I'd loose the storage space during the new build time because the Hangar isn't in that list.

2
OXCE Suggestions NEW / [Suggestion] Fire/Melee Diretly Above or Below
« on: March 25, 2024, 05:53:51 pm »
[Suggestion]
Melee an enemy directly above or below, ranged weapon shoot an enemy directly above or below ignoring (gun kata) being enabled.

It would be nice to be able to kill an enemy that's standing on an single elevator blocking the way up or down?  I think this is normally achievable with ranged weapons in classic X-Com settings, but see below where I'm suggesting some changes be considered.

It seams reasonable that you could use a melee weapon to attack directly up? and possibly down?  (maybe at a reduced accuracy as opposed to directly in front, more reduced accuracy attacking down as opposed to up and reduced accuracy would only affect melee and not ranged weapons.)

I couldn't find the option, I'm sure it's enabled in X-Com Files where if you are directly next to an enemy they can block (gun kata) your range weapon.  I would think enemies shouldn't be able to block ranged weapons if you were directly above or below, so if the feature (gun kata) was enabled it would be ignored for shooting directly above or below.

3
The X-Com Files / [Submod] Facility Expansion Pack [X-Com Files]
« on: March 23, 2024, 09:23:10 pm »
Starting a new form discussion regarding this mod posted at:
https://mod.io/g/openxcom/m/facility-expansion-pack-x-com-files

A place where suggestions, issues, and Q/A can be discussed; here as opposed to filling up the page at mod.io

=============
--==Description==--
=============

A mod pack focused on more facilities and features for X-COM Files bases with some slight changes to game progression. 


Currently Adds:
 New Facilities:
 - Garage (Size: 1x1) facility for small autos
 - 4x Hangar (Size: 3x3) "UAC Aerocraft Plant" providing (Aeroshop) for craft manufacturing
 - 3x Hangar (Size: 2x2) maximizing base space for craft management
 Tech Tree:
 - Starting Base with only Garages
 - Original Hangar requires some minimal game progression to unlock
 - All crafts that you can manufacture need (Aeroshop) facility to be manufactured
 Facility Modifications:
 - Some base facilities (Original & X-Com Files) have slight changes to features like storage capacity.

 
[REQUIREMENTS]
    BRUTAL 8.2 (OXCE 7.11) >=
    X-Com Files 3.2 >=
NOTE: BRUTAL-OXCE is required because currently is the only binary supporting the "unique Hangar type flag" meaning specific Hangars "garages" are restricted to hold only specific vehicles, and other Hangars are restricted to hold only other specific crafts.
    You can use the BRUTAL binary and play exactly like OXCE, just disable all the BRUTAL AI settings in the "advanced options" and then the game AI runs just like OXCE/OXC AI.

I think Maridian plans to create a "unique Hangar setting" in OXCE,
https://openxcom.org/forum/index.php?topic=11590.msg159607#msg159607

Once that is done the BRUTAL requirement will no longer be needed, then I'll update this mod if needs changed to match OXCE implementation.

 

FUNCTIONAL REPLACEMENT FOR:
    (Archive) Hanger Expansion Mod [X-Com Files]
    https://mod.io/g/openxcom/m/hanger-expansion-mod-x-com-files
NOTE!
    This is a functional replacement for Hanger Expansion Mod [X-Com Files], but not a drop in replacement.
    Meaning that the internal definitions and variable names are different.
    DO NOT delete Hanger Expansion Mod [X-Com Files] mod mid-game it will break your game.
      - If you have a game already started with the OLD mod
         -- You need to KEEP the old mod to prevent braking your game
         -- BUT You can add this mod to pre-existing game having both
    OR you can start a new game with only the new mod (RECOMMENDED)
A comparison between the to mods
    Detailed comparison between the old mod and this one can be found here:
    https://openxcom.org/forum/index.php/topic,11029.msg162018.html#msg162018
    https://openxcom.org/forum/index.php/topic,4595.msg162041.html#msg162041


[GOALS]

Goal 1: (100%)
    Replace the outdated Hanager Expansion Mod I made a while back with a more balanced and less of a CHEAT mod.
    This mod is compatible with the old Hangar Expansion Pack if you want to use both, I just wouldn't.
    Recommend starting a new game, but not necessary, you can just add this mod and continue game play.

Goal2: (100%)
    Update the Hangar facilities
    - Improve Graphics, (no downsampling, all pixel art done by hand)
    - More balanced, (not a cheat, but an actual balanced game play addition)
    - Better functionality

Goal3: (95%)
    Better balance the mod with X-Com Files, add some new features and restrictions to the research tree (Try it out... and if you must know, read the rul files) =D
    - Start with Only 2x Garages and minimal facilities in the spirit of X-Com Files beginnings.
    - Some Agency Advancements needed before getting more dedicated Storage, Living Space, Hangars, etc.
    - Additional future Agency Advancements before getting large storage and living spaces.
    - Manufactured crafts need special Aerocraft facility (provides 4x hangars in a 3x3 space)
    - Additional Advanced 3x Hangar in a 2x2 space.

Goal4: (~15%)
    Continue to add additional facilities that enable advancement in new and unique ways. 
    - Some ideas I have, Gym only for physical stat improvement, lap pool for underwater stamina improvement, firing rage for accuracy improvement.  New facility mechanics, such as a quantum dimensional storage portal network, each base having this facility has linked storage spaces and no cost to transfer between bases both having this facility.  Other ideas for new facility mechanics, such as specific facilities having positive and negative properties, such as increased alien detection for retaliation on specific labs or workshops, etc.

I'm hoping to continue to add new base facilities that give new and unique capabilities while keeping them balanced with the game and storyline. 

    - A lot To Be Decided....

         But I welcome any suggestions.... whether or not I'll be able to or decide to implement them is another thing. :)


[TODO]
- Test thoroughly base retaliation
- Make new battlescape maps for all new facilities (I haven't learned how to make my own battlesape maps yet.)
- update research tree to trigger hint about needing to find better jet propulsion technology to elicit UAC to help build aerocraft facility.
   Add research 'pop' for advanced flight training hinting to the need to search our new jet engine technology to gain UAC support in aircraft manufacturing "aeroshop"
- Add starfighter to aeroshop requirements

[CREDITS]
Flaubert:
    (used his garage mod for initial progression in research and base starting facilities) Thank you!
    https://openxcom.org/forum/index.php?action=profile;u=113608
    https://github.com/Xilmi/OpenXcom/tree/oxce-plus/Examples
Biggieboy:
    (used his base battlescape maps and orginal idea for developing my mod) Thank you!
    https://mod.io/g/openxcom/m/building-mod-pack
    https://openxcom.org/forum/index.php?action=profile;u=2846

4
Xilmi,

In the advanced game menu for "Realistic accuracy shot dispersion". I am still confused as to what is realistic and what is normal?  I think it would be helpful to clarify the descriptions better.  Sorry I think I discussed this before but am still confused about the setting, which is enabled and which isn't and if I understand the feature correctly.

Is the following true?
0.) Realistic = tighter shot dispersion, more grouped around target location
1.) Normal = default OXC calculation

It's hard to tell if I understand these calculations correctly or have them backwards.  Another reason I'm confused is that 0 usually means disabled and 1 means enabled, so having 'realistic' as 0 is confusing also as it seams that 1 means enabling the feature but the word normal more appropriately describes the setting disabled.

This is how I would show and describe it in the menu, 0 for DISABLED, 1 for ENABLED.
0.) Normal, default OXC calculation
1.) Realistic, tighter shot dispersion, more grouped around target location



I understand that this feature was merged in from Joy Narical, but hoping for your help and insight, thank you.

Battlescape:
"Realistic accuracy and cover system" => Feature developed by Joy Narical and merged into Brutal-OXCE. Find the full documentation here: https://github.com/narical/openxcom-accuracy


5
Suggestions / [Suggestion] New Binary Icons for OXC
« on: February 15, 2024, 08:41:55 pm »
This isn't a request in anyway, just providing my work if you want to use it.

I made a new icon for BRUTAL-OXCE, not sure if Xilmi wants to use it.
https://openxcom.org/forum/index.php/topic,11663.msg161860.html#msg161860

and likewise for OXCE, not sure if Meridian want to use it.
https://openxcom.org/forum/index.php/topic,11814.msg161883.html#msg161883


I used the same icon with different color schemes to match OXC.  You are welcome to use them for OXC if you'd like, and no worries if not.  The .ico file is a multi-resolution icon file with 16x16, 24x24, 32x32, 48x48,  64x64, 72x72, 80x80, 96x96, and 128x128.

6
OXCE Suggestions NEW / [Suggestion] New Binary Icons
« on: February 15, 2024, 08:26:24 pm »
This isn't a request in anyway, just providing my work if you want to use it.

I made a new icon for BRUTAL-OXCE, not sure if Xilmi wants to use it.
https://openxcom.org/forum/index.php/topic,11663.msg161860.html#msg161860


I used the same icon with different color schemes to match OXC and OXCE.  You are welcome to use them for OXCE if you'd like, and no worries if not.  The .ico file is a multi-resolution icon file with 16x16, 24x24, 32x32, 48x48,  64x64, 72x72, 80x80, 96x96, and 128x128.

7
OXCE Suggestions OK / [Suggestion] Inventory slots per armor #2
« on: December 18, 2023, 06:23:59 pm »
I know this was asked, discussed extensively in the following, but I think I have an easy / elegant solution that would be backwards compatible and I'd be very interested in having this feature.

[ABANDONED] Inventory slots per armor
https://openxcom.org/forum/index.php/topic,6852.0.html


1.) Keep the global 'invs:' for backwards compatibility
2.) Have a new config entry in armors 'customInventory:' that is an 'optional' entry
3.) If 'customInventory:' is left blank or not defined in an armor definition then it defaults to the default 'invs:' inventory configuration (This is current format and backwards compatible)
4.) Like extraStrings: have a new category extraInvs:
5.) Put a named &'address' for each of the extraInvs:
6.) Use *'pointer' to the named extraInvs: to set the 'customInventory:'

Example:

Code: [Select]
invs:
  - id: ....      # Default inventory definitions
  ...
  ...


The structure of the following code might not be exactly syntactically correct?
Code: [Select]
extraInvs: &jumpArmorWithBackpack
  - id: ....      # Custom inventory definition for Jump Armor
  ...
  ...


extraInvs: &jumpArmorBWithoutBackpack
  - id: ....      # Custom inventory definition for Jump Armor B and no backpack
  ...
  ...



Code: [Select]
armors:
  - new: STR_ARMOR_1_UC
    ....
    ....


  - new: STR_ARMOR_2_UC
    ....
    ....
    customInventory: *jumpArmorWithBackpack


  - new: STR_ARMOR_3_UC
    ....
    ....
    customInventory: *jumpArmorBWithoutBackpack



This would result in:
  STR_ARMOR_1_UC having the default inventory
  STR_ARMOR_2_UC having the jump armor inventory with backpack
  STR_ARMOR_3_UC having the jump armor B inventory with no backpack

This would also be completely backwards compatible because ALL armors without 'customInventory:' set would use the default inventory which is the structure of current '.rul' files.

8
I post this question below but didn't know if it was a good idea to post into a '[DONE]' topic

https://openxcom.org/forum/index.php/topic,11198.msg160045.html#msg160045

Like 'override' and 'update' that could duplicate / 'inherit' another entry?

I don't think this feature is implemented but would a great enhancement.

Sorry if this question has already been asked or implemented, doing my best to look for posted answers before asking.

9
Help / OXCE Support Customizing / Controlling Inventory Layout
« on: December 16, 2023, 08:16:03 pm »
[Issues]:
I have 2 issues that I suspect need code changes?

1.) For builtInWeapons items placed in the defaultInventorySlot of an armor, they are always placed starting at position [0,0]. Even if they don't fit there, i.e. a 2x2 item in a 2x1 space. Also, even if there are other places where a 2x2 item can fit, the builtInWeapons still gets placed at position [0,0].

2.) If I add a second NULL item to the builtInWeapons for the BELT I suspect it also wants to go to position [0,0] and since that position is already taken, instead of finding another place that it fits in the belt, it gets placed in a different inventory slot, i.e. in the right hand.




[Goal]:
Customize an inventory layout for different armors / suits similar to how X-Com Files does it by disabling specific inventory slots using NULL items.

[Desired Solution]:
1.) Set the location of the builtInWeapons item in the defaultInventorySlot. Like [2,0] vs always [0,0]

2.) Be able to define builtInWeapons that only get place in the default defaultInventorySlot and if there is no room in that inventory slot then don't put them anywhere else.


Example Solution for .rul file:

Code: [Select]
items:
    ...
    defaultInventorySlot: STR_BELT
    defaultInventorySlotPosition: [2,0]
    defaultInventorySlotRestricted: true




#---------------------------------------------

Example I'm dealing with:
Spoiler:
1.) I'd like to place 2 items in the belt with defaultInventorySlot: STR_BELT

2.) I'd like to place a NULL_1x2 item at the position starting at [-2,0] in the belt.

3.) I'd like to place a second item, INV_NULL_2X2_BELT at the position of the starting at [2,0].

4.) If an item has a defaultInventorySlot: STR_BELT and it can not fit there, then I would like it 'NOT' placed in the inventory at all.


I have an inventory defined for 'BELT'

Code: [Select]
invs:
  - id: STR_BELT
    x: 197
    y: 106
    slots:
      - [-2, 0]
      - [-1, 0]
      - [0, 0]
      - [1, 0]
      - [2, 0]
      - [3, 0]
      - [-2, 1]
      - [2, 1]
      - [3, 1]


then I defined the NULL items.

Code: [Select]
items:
  - type: INV_NULL_2X2_BELT
    categories: [STR_BLANKS]
    weight: 0
    bigSprite: 1540
    invWidth: 2
    invHeight: 2
    fixedWeapon: true
    defaultInventorySlot: STR_BELT
    recover: false
  - type: INV_NULL_1X2_BELT
    categories: [STR_BLANKS]
    weight: 0
    bigSprite: 1541
    invWidth: 1
    invHeight: 2
    fixedWeapon: true
    defaultInventorySlot: STR_BELT
    recover: false
  - type: INV_NULL_3X1_BELT
    categories: [STR_BLANKS]
    weight: 0
    bigSprite: 1542
    invWidth: 3
    invHeight: 1
    fixedWeapon: true
    defaultInventorySlot: STR_BELT
    recover: false

now I'm testing with the X-Com Files Suit

Code: [Select]
armors:
  - override: STR_SUIT_UC 
    builtInWeapons:
      - INV_NULL_2X2_BELT
      - INV_NULL_1X2_BELT
      - INV_NULL_3X1_BELT


Pictures attached for the example in the spoiler.
1.) Picture of STR_BELT with no items.
2.) Picture of STR_BELT with INV_NULL_2X2_BELT placed at position[0,0]

10
I have a help request about some inventory questions...

I was wondering if it would be more likely answered, read, creating a new topic or adding it to an older post that is specifically discussing inventories?

My thought was to put it in the old discussion because then there's a more singular post about inventories?

Anyway I put my request in this discussion
https://openxcom.org/forum/index.php/topic,7981.0.html

If I should have started a new discussion please let me know, thanks!

11
Experiments and hack for creations specific weapon

Yankes,

Wow, that's pretty cool!  look forward to seeing it in my on game play :)

Do you by change have an recommendations on how to implement active animations on players or enemies in game play?  A specific example is the purple fade in fade out glow of the aliens in X-Com Files?

12
Often when speeding up the clock and a research pop's then following I get the option to research a new topic, the research menu opens up for the base that just completed the research...

Problem:
I can't recall or don't know which base research menu I'm at or want to check what research is currently on going at other bases. When exiting the research menu I am taken back to the geoscape, and not the basescape so I still don't know which base I was at other than navigation to each base research menu and looking for the base that has spare scientists.

Reason this is important:
Some research is available globally and some is only available at a base dependent on if the base has an enemy, alien, or item at that base.  If I have specific bases for research topics I want to make sure I don't specific global research at a base I want to research specific items or enemies at.


Suggested Solution:
1.) Place the name of the base in the Research Menu.
2.) Have <-- --> left right arrows in research menu to move between bases without going back to the main base GUI.

13
OXCE Suggestions DONE / [DONE][Suggestion] Ability to hide research topics
« on: December 11, 2023, 08:51:59 pm »
Request:
It would be nice to hide research similarly to hiding items in the purchase menu or manufacturing in the manufacture menu.

Reason:
Especially when playing X-Com Files when there are a lot of research available that is un-researched and I know it's nothing I ever intend to research it would be nice to hide those entries because it's very cumbersome to filter through what is important or not.

Suggestion:
right-click scrolls through "pink letters" new, "white letters" started, and "purple letters" hidden and with a way to view hidden research.

14
OXCE Suggestions DONE / [DONE][Suggestion] Rectangle shaped base facilities
« on: December 02, 2023, 02:59:54 am »
Hey Meridian,

Would you consider adding the ability to define rectangle width_x height_y size base facilities?

I currently have the graphics and rule files completed for a (size 4x2) hangar.  I'm looking a remaking the hangar expansion mod, make it more realistic, better fit crafts and update graphics doing pixel art vs photoshop down sampling.   I was also thinking this would work well for something like a  training / firing range 2x1 for a shooting range or a 1x2 garage for X-Com Files automobiles?

Thanks for your time.
-JC

15
OXCE Support / [Solved] Sale/Sack Menu (Ctrl+Middle Click) UFOPedia
« on: November 25, 2023, 07:57:24 pm »
In sale/sack menu:

[Works Correctly]
Ctrl+Middle click works on researched items and not unresearched items as expected to navigate to their UFOPedia page.

[BUG]
Items the game starts with but are never researched such as the light pistol have a UFOPedia page but wont go to the UFOPedia when ctrl+middle clicking.  This issues isn't a problem in the purchase menu, only the sale/sack menu.

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