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Topics - Alpha Centauri Bear

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31
OXCE Support / accuracy and hit chance
« on: December 16, 2023, 05:23:02 am »
Sorry, for asking this question probably millionth time. However, I didn't find a good mechanics explanation.
This is for OXCE, of course, since I am playing it. Not interested in vanilla.

Is there a good treatise on how hit chance is computed based on accuracy and other things? Thank you.

32
OXCE Suggestions Archive / [Suggestion] Align numbers right in lists
« on: December 16, 2023, 03:41:38 am »
In my recent exploration I noticed OXCE has a very neat "align right" option for list columns.
Having that feature, I am quite surprised numbers in lists are not right aligned everywhere. I can take on this modification and submit PR if you like.

Lists without dots are exceptionally easy to align. Just set alignment for number column.

Lists with connected dots are also easy as long as one color is used for all list columns. Dot extension already account for column alignment.

The only slightly difficult case is list with dots and different column colors. In this case dots also will be different color depending on which column they belong to. I can enhance the code to make dots same color (or specific color) or just not extend them to numeric fields. OR just leave it as is. Will look slightly ugly but that's fine.



Another related change is to make all numbers equal width for perfect alignment. Currently, number "1" is three pixels wile but others are four. Would probably make sense to redraw "1" slightly wider without changing the shape much. I already have my own font file with such change. May submit a PR on that too.

33
I know this question was discussed before. However, I could not find final resolution on this. Whether it was declared never implement or still open for discussion.

Base related popups (manufacture, research) are sometimes shown when not in base. One example is the battle summary when they report shortage of items and offer to manufacture them. However, manufacturing popup is for transporter home base where I don't keep my manufacture. It is in another one. I have to close the base, exit to geoscape, and then get to my manufacturing base and set production order there. I think it would make sense offering manufacturing at any base player like.

34
OXCE Support / visibility algorithm
« on: December 15, 2023, 01:59:26 am »
Pardon the question that was probably asked many times but I didn't find an answer here.
How visibility is computed all variables accounted for: race, light, smoke, fire? Any comprehensive article or explanation? Thank you.

35
OXCE Builds & Ports / I see this during compilation. Should I worry?
« on: December 13, 2023, 12:41:40 am »
I see this during compilation. Should I worry?
Code: [Select]
1>SDLmain.lib(SDL_win32_main.obj) : warning LNK4099: PDB '' was not found with 'SDLmain.lib(SDL_win32_main.obj)' or at ''; linking object as if no debug info

36
OXCE Suggestions Abandoned / [ABANDONED] List dots are colored
« on: December 12, 2023, 10:25:28 pm »
When list is filled with dots between words and right column is right aligned, it looks two colorish which is kind of distracting, I say.
For this kind of case when right aligned numbers are displayed there, it would be probably nicer looking if the number cell itself is not filled with dots.

37
OXCE Support / New section in ufopaedia
« on: December 12, 2023, 05:04:24 pm »
Hello, everybody.

Any clue how to create new section in ufopaedia? I tried just to create an article with new section ID but it didn't pick up.

Is it allowed to create new sections? Will they fit in the screen?

Another question if the above is not possible. Is it possible to create sub articles in the list of articles within the section?
Another question if it is possible to create multi page article?

Thank you.

38
The X-Com Files / Combat analysis code
« on: December 12, 2023, 04:44:29 pm »
Hello XCF authors.

I am very keen of your combat analysis feature. Would like to borrow it for other OXCE based mods. Would anyone explain how it works in game and where is the main piece of the code that makes it happen? Thank you in advance.

39
Brutal AI / Alternative way to display armor-stats in UfoPedia
« on: December 12, 2023, 02:12:37 am »
Here is code change to place alien armor and damage modifiers in ufopaedia. If anyone is interested I can create PR on that.

40
OXCE Support / Fixed width font for numbers
« on: December 12, 2023, 01:20:01 am »
Any way to use fixed width font for numbers or somehow other way align numbers in list columns? They look skewed with proportional font.

41
OXCE Support / Ufopaedia list scrollbar is outside of the frame
« on: December 11, 2023, 09:49:01 pm »
Thank you for OXCE authors now we can have scrollable lists in ufopaedia! Great feature.
However, it seems that the scrollbar itself is outside of page frame. It is not visible when page occupies whole screen. Still able to scroll it with mouse wheel but nothing else. It is also difficult to guess if list is scrollable by just looking at it as the bar is not visible.

Same story with the description text, of course.

42
OXCE Builds & Ports / Help with the compilation, anyone?
« on: December 10, 2023, 11:55:58 pm »
Help with the compilation, anyone? Thank you in advance.

Following all steps here:
https://www.ufopaedia.org/index.php/Compiling_with_Microsoft_Visual_C%2B%2B_(OpenXcom)

Got this error in output:
Code: [Select]
1>D:\mine\projects\mine\openxcom\repository\OpenXcom\src\Mod\Mod.cpp : fatal  error C1128: number of sections exceeded object file format limit: compile with /bigobj


I have found this article on this error and can try these suggestions just want to make sure this is the right thing to do.
https://learn.microsoft.com/en-us/cpp/error-messages/compiler-errors-1/fatal-error-c1128?view=msvc-170

43
With recoveryDividers it is possible to recover more than in OG. Is it possible to retrieve a list of special items for each USO floor plan? I didn't find them in rules. Thank you.

44
OXCE Support / Attack type
« on: December 08, 2023, 02:57:58 am »
Hello, fellow players.
Don't want to offend anybody, but I don't see a tactical use in attack modes. In vanilla it controls missile shooting frequency. However, it seems a little strange that anyone would choose anything but the highest shooting frequency. Sure there are cases when USO cannot reach interceptor from its longest reaching weapon distance but this usually does not play role in attacking really dangerous opponents when firepower matters a lot.

Any interesting suggestions what this attack mode may mean besides shooting speed?

Here is what I have in mind:
cautious: retreat after first hit
normal: retreat after 50% damage
aggressive: no retreat

This would make sense for group attack automatically pulling damaged interceptors out of the battle.

45
Is it true that explosion delivers 4 damages to large unit? Like a grenade under the tank would deliver 4 times more damage comparing to the small unit?

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