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Messages - Alpha Centauri Bear

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61
This one is not there.

62
Brutal AI / Automatic manufacture transfer
« on: December 31, 2023, 11:45:34 pm »
Would anyone be interested in adding manufacture destination for automatic transfer?
Meaning, when we set a production, there will be an option to transfer production to another base for every unit made.

63
Brutal AI / Switch bases in base related popups
« on: December 31, 2023, 11:43:59 pm »
Let's start a separate topic about this QoL improvement.

Have a look at this request: https://openxcom.org/forum/index.php/topic,7715.new.html#new

I would like to extend it a bit in the way that it should be possible to switch bases and do the same operation type in them too. For example, when I see research popup about research done, I can assign scientists to new project not only at this base but at other bases too. Same for manufacture.

Granted, it may not be used very often but there is one case where it is needed. At the mission debriefing it may complain about insufficient transport inventory and propose to manufacture them at the same base. However, it may happen that manufacture takes place at other base and I cannot do this within debriefing. I have to end and then set up manufacture manually. Not very often occurring case, I agree. However, adding ability to check other bases production is not harmful since default will be current base anyway.

Another option is to show base related popups outside of bases as a global operational view. For example, when user click "C" in geoscape they are given a list of research at all bases. We can use something similar when research is done to assign research at any base.

64
OXCE Support / Is it possible to chain research and manufacture?
« on: December 31, 2023, 11:37:09 pm »
Sorry, if this was asked before but I didn't find anything on that.

Is it possible to chain research and manufacture in the way that after first item is done, all available specialists are assigned to the next project without the need to do it manually?
I.e. I want to give a plan to research/manufacture facility. Do this and then this and then this.
Then I would like to see that available specialists are assigned to the next item in information screen: the item A is done, available specialists are assigned to next item B.


65
I don't see it here.
https://www.ufopaedia.org/index.php/Options_(OpenXcom)

However, I guess, the above is strictly for OCX only. Is there a page for OXCE options?

66
Brutal AI / Re: Brutal-OXCE 8.0.0
« on: December 31, 2023, 11:13:34 pm »
Joining the holiday celebration.
I had a real fun rediscovering this game and BAI in particular. Wish everybody prosperous enough life to have time for beloved games!

67
OXCE Support / Re: [Question] Craft equipment icons
« on: December 29, 2023, 03:39:25 pm »
Agree.
Even crew icons are kind of redundant. Both crew and tanks are shown on the craft list.

68
Brutal AI / Re: Changelog
« on: December 29, 2023, 02:46:57 pm »
Wow. Congratulation!
Would you be so kind to distribute compiled libraries so humble forkers can match it 1:1? Thank you.

69
OXCE Support / Re: [Question] Craft equipment icons
« on: December 29, 2023, 02:45:20 pm »
Keep in mind that tank icons are also shown there and they are of different size than regular equipment. Thus shifting the bar and eating equipment icons.

70
Brutal AI / Re: Some information QoL improvements
« on: December 29, 2023, 02:38:29 pm »
Thank you for keeping the discussion with OXCE!

71
Brutal AI / Re: Some information QoL improvements
« on: December 29, 2023, 02:37:53 pm »
For equipment bar. I can modify it to whatever you want if you tell me what limit you want to use (count ?) or the divider if there is no limit.

72
It takes 6000 to destroy it for sure with 100% accuracy. Even more with lower accuracy.

73
Brutal AI / Re: Engine mechanic changes for BAI
« on: December 29, 2023, 03:00:30 am »
That is fine. Not insisting. Just thinking out loud.

75
Brutal AI / Re: Some information QoL improvements
« on: December 28, 2023, 09:42:46 pm »
I agree that for scientists you prefer an actual number. Let me reiterate it once more. All the numbers are right there on the info screen. Nobody is changing them.
😀

In vanilla, numbers and bars display same exactly values in different form. Numbers are completely fine but bars can overflow and both current and max values are stuck at the right of the screen.
I understand your propose to keep them as is until they overflow and then scale so that max stays at the right and current value get proportionally positioned somewhere in between.
This is exactly what I had in mind.

Sorry if I confused you with percentages. I didn't mean to actually display percentage number anywhere. By percentage display I mean automatic scaling that disregard background scale. Meaning the bar then display a proportional values (aka percentage). I feel like we are talking about the same thing.



P.S. In OXCE code parlance they call these two bar values: just "value" and "max value". So we can call them a "current value" (that may vary often) and "max value", for example. Is it what you call small/large?

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