1
OXCE Wishlists / Tiny Wisdom's wishlist
« on: July 18, 2022, 10:08:30 pm »
On my recent post introducing Snug Assortment of Little Things (SALT) to the the Work In Progress sub-forum I mentioned that some rulesets and script hooks were missing in order for it to be considered 100% feature-complete.
The scripts have already been addressed here:
P.P.S. Also, this isn't quite a request to add to add these features as there's probably a reason why some things aren't possible, but, just in case...
The scripts have already been addressed here:
- [y-script] How to detect when BattleActions are used by BattleTypes and then edit BattleUnit (regardless of outcome)?
Reference: [y-script] Script hooks
Reference: changing item use cost
- Remove the INFO button completely (not the same as hidePediaInfoButton & oxceDisableStatsForNerds).
Rationale: The INFO button still shows up even if hidePediaInfoButton and oxceDisableStatsForNerds are used (it'll just say it's disabled). - Add requiresSell and requiresSellBaseFunc.
Rationale: We already have requiresBuy and requiresBuyBaseFunc. It makes logical sense to have the opposite action.
Example: Prevent the selling of Snakemen and Chryssalids without research. Said research would allow them to be sold (while possibly triggering related missions) or properly disposed of (at cost). - Require a facility to be built adjacent to another facility (not the same as requiresBaseFunc).
Rationale: For facilities that directly require another facility to operate.
Example: Alien Containment facilities must be built adjacent to Alien Life Support Systems facilities. - Allow a facility to change the services provided by another facility.
Rationale: For facilities with multiple operating modes.
Example: General Stores built by itself provide 50 storage but Warehouses (which also provide storage) can set the storage provided by adjacent General Stores to zero (0). - [DONE] Require a Commander for the final mission.
Rationale: The ultimate craft is required, why not the ultimate soldier?
Example: If the difficulty of acquiring a Commander is increased (soldiersPerCommander), not requiring said Commander for the final mission makes the increase in difficulty pointless. - Require physically transferring loot from mission sites.
Rationale: Loot magically teleports back to the base, let's introduce logistics giving another reason to have X-COM crash sites (e.g. aliens can shoot down crafts carrying loot).
Example: When a crash site/alien base is cleared, whatever loot can fit is transported back with the craft and automatically deposited into the base stores upon arrival. Whatever loot can't fit is left behind to be picked up later by a craft with carry capacity (changing the crash site/alien base icon to a collection site icon). - [REJECTED] Add X-COM crash sites.
Rationale: The alien capacity to 100% destroy X-COM craft is a bit suspect.
Example: In a world based on scarcity where aliens actively hunt X-COM craft (which may or may not be carrying loot), being able to recover some of your losses might be a matter of balance.
Reference: [WIP] [Suggestion] Solar's wishlist - Add alien rescue missions/ambushes.
Rationale: Aliens crash but don't signal for help?
Example: When an alien crash site is created, one alien ships within a certain radius of the crash site is randomly selected to land and provide support. This could be used as a way to penalize taking too many turns. - [REJECTED] Allow manual control of base defenses.
Rationale: Pew-pew.
Reference: Base Defense Mechanics
P.P.S. Also, this isn't quite a request to add to add these features as there's probably a reason why some things aren't possible, but, just in case...