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Messages - Juku121

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1
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: Today at 10:49:56 am »
Not the only obscure feature of OXC(E), sadly. This thread might help more than the 'Hidden Features' page. Sometimes modders put some of these into pedia articles.

2
Me personally, F9. :P I have ten thousand things in the pile, no way am I reacquiring all that.


The more hardcore players use Ctrl+Alt+X while in base equip screen (the one with paperdolls, not the craft equipment list) to prune their equipment to bare necessities. Or some intermediate variant, taking only a minimum of extra ammo/supplies.


One can also move the pile to the back of the craft with 'craftInventoryTile'. For crafts that have a back, that is.

3
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 28, 2024, 11:58:22 pm »
I have new ideas and features that need to be added to the game.
You should probably separate them into discrete feature proposals and make a thread for each, so the devs can keep track.

Personally, I would also like to see more ability for fire modes to alter damage/firing variables. Don't know how much is possible via y-scripts right now, I've seen aimed-shot-double-damage, but that's just the tip of the iceberg. My pet idea is to make armor effectiveness reduction, damage randomisation model and stat boosts to damage vary between shot modes. And then one would want the whole rest of damageAlter at least, too. But I'm not an active or public modder, so my desires are largely irrelevant compared to the ever-growing accepted feature list with much more important stuff on it, both for players and active authors of big mods.


The Heavy Laser autoshots are already in, though: look into 'sprayWaypoints'.

4
The X-Com Files / Re: [Submod (s)] Project Xenophobia
« on: March 26, 2024, 09:31:36 pm »
Seems interesting and quite ambitious. Perhaps too ambitious for such complex scripting work with minimal feature documentation.

5
From the Ashes / Re: From the Ashes - initial release!
« on: March 26, 2024, 06:49:43 pm »
Ah, pity. I guess the art never progressed to Battlescape sprite stage, since it's several years old now?

I was kinda looking at it for personal use, but if it's incomplete (freely licenced or not), I guess no use asking further.


Come to think of it, I don't see these 'resistance' assets in the license list. Am I just blind, or is the list incomplete?

6
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 25, 2024, 09:27:00 pm »
So you only had 'abovewater' guns? If so, that seems to be working as intended.

The advantage of pedia tags you the tags is that it's doable right now. The disadvantage is that it's a lot of manual work (which is why 'Concealed' was moved to item tags and discontinued in the pedia) and won't account for 'unencountered' environments.

The drop down you're envisioning would be basically extending current item tags to armours - as armours and not items. I suppose one can kinda filter for armours in inventory even right now, but not while equipping a craft. Which is what really matters.

I don't know if there are any issues with corner cases and/or UI if such a suggestion were to be considered. Probably not deal-breakers.

7
AFAIK, CQC doesn't even works on stairs, so your suggestion is already implemented. :)

The option is 'enableCloseQuartersCombat', plus a bunch of fine-tuning variables.


Melee directly up or down probably has some engine peculiarities, and it's something that's not really easy to do compared to 'normal' close combat. Spears, maybe, but knifing someone through a hole in the floor or ceiling is next to impossible IRL.

8
The X-Com Files / Re: [submod] Leeroys!
« on: March 25, 2024, 08:06:39 pm »
Appreciate the appreciation! :)

I also kinda liked it earlier, made for some nail-biting missions when all you had is two agents, or even four agents and a dog vs a horde of beetles.

9
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 25, 2024, 08:03:14 pm »
Some sort of armour tags system would be best, I think, but would need serious consideration in how to implement it.

Otherwise, one could add tags similar to the no longer extant 'Concealable' to armour pedia entries; or add one or even several pedia articles on a discovered environment (possibly via auto-completed research) vs allowable armours. Maybe even a whole bunch of articles that get unlocked and locked depending on your researched armour list. And potentially allowing to research looted armour without unlocking the full manufacture/buy/tech development, similar to how looted weapons work.

All of this is a lot of work for the modder for rather limited gains.


Asking for scrolling and armour tags seem much easier for the modder, but OXCE development has a giant todo list and is at a low point right now. :(



The overwrite was just my own laziness, AFAIK you can just !add the armours with no ill effects. The scripts were where I had trouble.

I don't understand what the 'empty inventory' issues was, exactly. Did you test in Quick Battles? And were somehow unable to equip the soldier? Or it wiped their equipment 'memory'? Something else?


10
From the Ashes / Re: From the Ashes - initial release!
« on: March 25, 2024, 03:34:53 pm »
Kinda random question, but I wonder where this unit is from, and especially if it also has a Battlescape sprite? It's not an FtA exclusive, or is it?

11
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: March 24, 2024, 08:30:57 am »
Actually, only armors with a Ufopedia entry seem to be included. That includes unlocking the right soldier type, usually.

It's a pretty nice if a little cumbersome way to manage the list.


Scrolling is indeed not included. No, it is, I'm blind. :-[


Also, don't use my Stealth Armours submod, or alter it to use !add. Among other things that don't really work in it as a submod (scripts, mainly), it also lazily overwrites starting conditions. :-[

12
The X-Com Files / Re: Nude agents
« on: March 23, 2024, 10:21:04 pm »
Depends on what 'that' is. Right-clicking to change armours? Re-enabling X-Com hazing rituals? Changing the game engine? Full frontal nudity sub-mod?

13
The X-Com Files / Re: [submod]Cryptic Butchery(0.4.0)
« on: March 22, 2024, 05:01:23 pm »
Can't test right now, but wasn't there an option to kill your captives in prison/pens/containment and get their corpses? Or am I misremembering?

14
There is probably not much point in rehashing this, what's done is done.

Spoiler"But...":
But as I understand it, Meridian is really the main reason this forum is not a ghost town yet and he uses it as a combination mission statement/roadmap/changelog/manual/ticketing system/suggestions board via the complex sub-subforum setup. Some stuff is discussed in other media, but most if not all of the results still return here in largely overt form.



I very much understand and sympathise with the desire to take a break. For all his grumpyness and strong opinions, Meridian is more dedicated to OXC(E) than almost anyone. If I got pushed like this, I'd just say "fuck it!" and leave the scene altogether.


So, I hope time will return the passion to him.

15
XPiratez / Re: A thread for little questions
« on: March 21, 2024, 10:21:34 pm »
Aren't Piratez hangars also stores? So, spring cleaning? :)



Edit: Stores and workshops. Spring cleaning and spring break for the runts!

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