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Topics - Xtendo-com

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Work In Progress / [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: April 15, 2016, 12:33:52 pm »
OpenXcom Highly Advanced (OXCHA) based on latest openxcom nightly (commit b7f1b13, May 13, 2016 )

The main purpose of that fork - make as many advanced options for geoscape and battlescape, as possible in order to satisfy the different tastes posted in suggestions.
That fork is not ruleset wise. If you want more rulesets options, try OpenXcom Extended or OpenXcom Extended+ instead. If you want some options merged to their forks, ask authors or merge yourself using a feature branch.

SpoilerAdvanced options implemented by community:
Advanced scanner
Description from game: Locations of enemies, uncovered by motion scanner, will be marked as red boxes on the battlefield.

Aliens shoot blindly
Description from game: Aliens can shoot to spotted x-com operatives without visual contact.

Alternate clip consumption
Description from game: Reduce inefficient calculation of clip consumption after statistic screen if clip is almost full. If that option disabled, clip counts as consumed if there are not enough bullets to fill clip completely.
More details: if you don't understand the short description, open a link higher.

Show blast radius
Description from game: Shows blast radius for every weapon that have a blast radius (grenades, high explosive, rocket launchers, etc).

SpoilerNew advanced options:
Increase survivability of x-com soldiers
Description from game: Healthy soldier with high morale and bravery has a chance to lose consciousness instead of dying after a mortal hit. Soldiers with high bravery are more likely to survive a mortal hit.
More details: In vanilla if HP reaches 0, your soldiers dies. When that option enabled, if HP reaches 0 and less the game calculate a chance to survive by losing consciousness instead and recovers 10% HP from max HP. Chance based on HP overkill, on a morale and bravery.

Extend civilians behaviour
Description from game: Makes civilians more valuable with possibility to save them without stun. Beware, every death of civilians affect a morale and in unconscious state civilian lose pulse and can die.
More details: Completely breaks vanilla behaviour of civilians:
  • You can save civilians when you abort missing
  • Civilians sit quietly and tries to break line of sight instead of walking around except when they panic
  • Civilians can lose a morale. They lose a morale after noticing an enemy at start of civilian's turn, lose a morale after every death of humans.
  • You can control civilians manually when x-com operative is nearby (7 tile away)
  • Civilians lose less morale under player control
  • Civilians under player control never panic when x-com operative is alongside (2 tile away)
  • Civilians lose a pulse in unconscious state, so never stun civilians without a special reason
  • Changes turn priority to: Player, Civilians, Aliens. So in first turn civilians can break line of sight

No pulse in unconscious state
Description from game: Human lose pulse in unconscious state and lose HP to death. You need to use stimulators from medikit in that case.
More details: That rule applied to x-com operatives and civilians, aliens not affected. Human in unconscious state can't regain consciousness without external help. Stunlevel overdose for humans resets every turn, so you don't need a lot of stimulators (more than 3).

SpoilerSource codes:
OpenXcom Highly advanced (branch: OXCHA)
Advanced scanner (branch: adv_advanced_scanner)
Aliens shoot blindly (branch: adv_aliens_shoots_blindly)
Alternate clip consumption (branch: adv_alternate_clip_consumption)
Extend civilians behaviour (branch: adv_extend_civilians_behaviour)
Increase survivability of x-com soldiers (branch: adv_increase_survivability)
No pulse in unconscious state (branch: adv_unconscious_no_pulse)
Show blast radius (branch: adv_show_blast_radius)

SpoilerUsed source codes & credits:
OpenXcom by SupSuper, Daiky, WarBoy1982, hmaon, Karvanit, l2uriel, volutar and etc.
OpenXcom Extended by Yankes
OpenXcom Extended+ by Meridian
Advanced scanner by redv
Alien Snipers by psyHoTik
Bullet saving patch by Arthanor
Manual control of civilians by yrizoud
Show chance to hitting and the throw trajectory by redv

Links to binary:
Windows binary
Linux binary

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Builds & Ports / Advice for choosing the compilation way
« on: April 09, 2016, 07:30:51 pm »
In UFOpaedia there are several ways to compile openxcom. As windows user, you can use an IDE Visual Studio or a compiler MinGW with some batch scripts or use a virtual machine with GNU/Linux distributive. As I understand developers of OXC uses a visual studio 2010 or 2013, but OXCE or OXCE+ a visual studio 2015.

Questions:
Q) Is there are any advantage to use complicated MinGW way to compile? Or complicated way like compile window binary in GNU/Linux?
A) Yes, that way compiles a executable file with less dependencies and less additional files than visual studio. More details
I tried to make compile environment process of window binary less complicated in GNU/Linux using Xubuntu 14.04 LTS. You can download scripts here.

Q) Is there are a reason to use a newest version of VS if an old version can complete a task?
A) In order to compile OXC there are no special reason to use newest version, but you can't compile OXCE or OXCE+ without rewriting the code.

Q) If I want to compile OXCE or OXCE+ without spending time to re-adaptation to VS 2010 I need a visual studio 2015?
A) Yes, because VS2015 supports C++11 that is used in these forks.

Q) In UFOpaedia there are no precompiled dependencies for VS2015
A) Check this. Read carefully, because these dependencies are not enough to make a successfully build.

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Suggestions / Reduce a surprise effect by using motion scanner
« on: April 09, 2016, 03:09:03 pm »
For me it's logical that if solider checks motion scanner and detect the enemy that should reduce a surprise effect of detected opponents.

If soldier uses the motion scanner:
1) Check if x-com operative is confused by detected movement of other x-com operatives. If confused, no reaction bonus (may be we can reduce reaction if too confused) and mutual surprise remains.
2) Otherwise if x-com operative is fully sure that is a movement of an enemy, that will disable mutual surprise for that detected unit and increase reaction versus that unit.
3) Next turn will revert the surprise effect, so you need to scan again.

4
Offtopic / Music that acceptable for x-com atmosphere.
« on: April 08, 2016, 02:54:14 pm »
I'm looking for a music that can be used in order to enhance an atmosphere of x-com. Maybe someone known a good examples? I found that "Addams Family Values for Sega Genesis" has a some good dark ambient tracks that acceptable for geoscape in x-com (example). May be you found something that can be acceptable for x-com atmosphere?

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Open Feedback / Is there a way to play without a save abusing?
« on: February 21, 2016, 05:09:58 am »
I want to remember the old days... but I don't like saves and I want to complete a game without saves. It really is breathtaking and more interesting. But this game forces me to save every time because the game is really tough even in easy difficulty without saves. Your soldiers dies with just one shoot without a way to revive. If your soldiers dies every time, you can't complete the game with just rookies and you also have a large financial losses. Is there a mods that introduce a clinical death mechanics, so you has a chance to revive a soldier? Or any other useful mods for my purposes?

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