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Topics - Meridian

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91
OXCE Suggestions DONE / [DONE] [Suggestion] Custom panic/berserk sounds
« on: February 22, 2019, 12:14:01 pm »
Requested by Dioxine.

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    panicMale: [41, 42, 43]
    panicFemale: [44, 45, 46]
    berserkMale: [41, 42, 43]
    berserkFemale: [44, 45, 46]
units:
  - type: STR_SECTOID_SOLDIER
    panicSound: [8, 10]
    berserkSound: [8, 10]

or

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    panicMale: 41
    panicFemale: 44
    berserkMale: 42
    berserkFemale: 45
units:
  - type: STR_SECTOID_SOLDIER
    panicSound: 8
    berserkSound: 10

both variants work

92
OXCE Suggestions DONE / [DONE] [Suggestion] Prison types
« on: February 19, 2019, 03:37:46 pm »
Split from here: https://openxcom.org/forum/index.php/topic,4830.msg69933.html#msg69933

And here it is... the stupidest-est feature I've ever implemented!
(At least I was not bored while traveling.)

Anyway, facilities can now have "prisonType".
0 is default and is reserved for alien containment... only these facilities will show up in "Alien Containment" bar in Base Info GUI.
1, 2, 3, 4, 5, ... can be used for all your pervert needs.

Code: [Select]
facilities:
  - type: STR_ALIEN_CONTAINMENT
    aliens: 15
    prisonType: 0 # default
  - type: STR_PRISON
    aliens: 30
    prisonType: 1
  - type: STR_ANIMAL_CAGES
    aliens: 100
    prisonType: 2
  - type: STR_HAREM
    aliens: 10
    prisonType: 3

Items also have "prisonType".
0 is default.

Code: [Select]
items:
  - type: STR_CHRYSSALID_TERRORIST
    liveAlien: true
    prisonType: 0 # default
  - type: STR_GUILD_NAVIGATOR
    liveAlien: true
    prisonType: 1
  - type: STR_BLOOD_DOG_TERRORIST
    liveAlien: true
    prisonType: 2
  - type: STR_MAGICAL_GIRL
    liveAlien: true
    prisonType: 3

Translations (the ones without a suffix are for prisonType = 0):

Quote
# 0 = alien containment
# 1 = prison
# 2 = animal cages
# 3 = harem

#Debriefing
      STR_CONTAINMENT_EXCEEDED: "ALIEN CONTAINMENT LIMITS EXCEEDED!{SMALLLINE}Insufficient containment space at {0}. You must remove excess aliens from containment (who will then die)."
      STR_CONTAINMENT_EXCEEDED_1: "NO MORE ROOM IN PRISON!{SMALLLINE}Ran out of cells in {0}. We must throw excess prisoners out!"
      STR_CONTAINMENT_EXCEEDED_2: "NO MORE SPACE IN THE CAGES!{SMALLLINE}If you don't tidy up in {0}, the animals will start killing each other!"
      STR_CONTAINMENT_EXCEEDED_3: "HAREM IS FULL!{SMALLLINE}Not enough space at {0}. What are you waiting for?"

#Transfer
      STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NO ALIEN CONTAINMENT FOR TRANSFER!{SMALLLINE}Live aliens need an alien containment facility in order to survive."
      STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_1: "THIS IS MADNESS!{SMALLLINE}There are no prison cells at that hideout, Cap'n!"
      STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_2: "HOLD YOUR HORSES!{SMALLLINE}There are no animal cages there..."
      STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER_3: "WHAT?!{SMALLLINE}My virgins are going nowhere!"

#No Containment
      STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alien dies as there is no alien containment facility"
      STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY_1: "No free prison cells. Hostages were looted and kicked out!"
      STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY_2: "There's no animal cages, we have let them free"
      STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY_3: "The virgins have been deflowered prematurely"

#Manage Containment
      STR_REMOVE_SELECTED: "Remove Selected"
      STR_REMOVE_SELECTED_1: "Ransom!"
      STR_REMOVE_SELECTED_2: "Put to sleep"
      STR_REMOVE_SELECTED_3: "Not a virgin? Sell at slave market!"

      STR_MANAGE_CONTAINMENT: "Manage Alien Containment"
      STR_MANAGE_CONTAINMENT_1: "Manage Prison"
      STR_MANAGE_CONTAINMENT_2: "Manage Animal Cages"
      STR_MANAGE_CONTAINMENT_3: "Manage Harem"

      STR_ALIEN: "Alien"
      STR_ALIEN_1: "Hostage"
      STR_ALIEN_2: "Animal"
      STR_ALIEN_3: "Virgin"

      STR_LIVE_ALIENS: "Live{NEWLINE}Specimens"
      STR_LIVE_ALIENS_1: "Keep"
      STR_LIVE_ALIENS_2: "How{NEWLINE}cute!"
      STR_LIVE_ALIENS_3: "Keep{NEWLINE}for later"

      STR_DEAD_ALIENS: "Rejected{NEWLINE}Specimens"
      STR_DEAD_ALIENS_1: "Ransom"
      STR_DEAD_ALIENS_2: "Ugh,{NEWLINE}ugly!"
      STR_DEAD_ALIENS_3: "Deflower{NEWLINE}now!"

      STR_UNDER_INTERROGATION: "Being{NEWLINE}Studied"
      STR_UNDER_INTERROGATION_1: "Being{NEWLINE}interrogated"
      STR_UNDER_INTERROGATION_2: "In Lab"
      STR_UNDER_INTERROGATION_3: "Being{NEWLINE}deflowered"

93
OXCE Suggestions DONE / [DONE] [Suggestion] Highlight color in ufopedia
« on: February 05, 2019, 06:19:29 pm »
requested by Kato

94
requested by luke83

95
OXCE Suggestions DONE / [DONE] Time to clean up user options
« on: February 03, 2019, 12:07:50 pm »
I plan to remove options that are not used, or very rarely used... i.e. people leave them unchanged, or always change them to the same value.

Here's my proposal.
Feedback welcome.
Spoiler:
To be removed:
---------------
Martial training at any time - use YES
Display if weapon is two-handed - use YES
Show 2-handed indicator in inventory - use YES
Display map borders on the Minimap - use YES
Wounded fight if base attacked - use NO
Extra bleeding indicator - use YES
High Stun indicator - use YES
Show item weight in inventory - use YES
Remove wounded soldiers from training - use NO
Maximized Night Display - use NO
No-Spoilers Tech Tree Viewer - use NO
Friendly craft escort - use YES
Single-handed weapon unloading - use YES

To be converted into a mod option (instead of user option):
---------------
Statistical Bullet Saving - default NO

To keep (as user option):
---------------
Select Night Vision color - default 8
Automatic Night Vision - default NO
Auto-Sell Manager - default NO
Play Briefing music longer - default NO => change default to YES
UFO landing alert - default NO
Draw enemy radar circles - default YES

EDIT: Here's the final proposal as implemented

Turn off and remove:
---------------
* Less-Spoilers Tech Tree Viewer - use NO

Turn on and remove:
---------------
* Martial training at any time - use YES
* Display if weapon is two-handed - use YES
* Show 2-handed indicator in inventory - use YES
* Extra bleeding indicator - use YES
* High Stun indicator - use YES
* Show item weight in inventory - use YES
* Friendly craft escort - use YES
* Single-handed weapon unloading - use YES

Rework and remove:
---------------
* Maximized Night Display - replace with hybrid night vision = local NV (with max shade 4) + global "maximized" NV (with max shade 8 )
* Automatic Night Vision - if craft interior is too dark (tile shade 12-15); or outside map is too dark (global shade 12-15) and all units have personal light <= 5... turn on NV
* Remove wounded soldiers from training - remove them, but remember if they want to return to training after recovery (automatically)
* Display map borders on the Minimap - turn on by pressing ALT

Convert into a mod option (instead of user option):
---------------
* Statistical Bullet Saving - default NO
* Draw enemy radar circles - change to 0 (never draw), 1 (draw if hyperdetected), 2 (always draw) => default 1

Code: [Select]
statisticalBulletConservation: false
drawEnemyRadarCircles: 1

Hidden (in options.cfg), modder can fix (it's not possible to convert this into a mod option, that's why it unfortunately needs to stay here):
---------------
* Start-Up Text Mode - default 0 # 0 = vanilla, 1 = remove dos4gw and soundblaster text, 2 = remove all text

Keep (as user option on the GUI):
---------------
* UFO landing alert - default NO
* Wounded fight if base attacked (health >= x%) - default 100%
* Play Briefing music longer - default NO
* Night Vision color - default 8
* Auto-Sell Manager - default NO

Code: [Select]
fixedUserOptions:
  oxceAutoSell: false
  oxceNightVisionColor: 8
  oxcePlayBriefingMusicDuringEquipment: false
  oxceStartUpTextMode: 0
  oxceUfoLandingAlert: false
  oxceWoundedDefendBaseIf: 100

96
OXCE Suggestions DONE / [DONE] [Suggestion] Item recovery transformation
« on: January 24, 2019, 03:59:01 pm »
requested by Drages

97
OXCE Suggestions DONE / [DONE] [Suggestion] Random manufacturing
« on: January 24, 2019, 03:52:00 pm »
11. RANDOM MANUFACTURING
Priority: low
Justification: I know you don't like this idea, but I have some potential uses for it - mostly to do away with some random treasure lists, which are awesome but not optimal in some cases. Still, nothing really revolutionary.

@Solar/Drages/all:
So, let me know what do you expect from this feature and how should the ruleset definition look like...

98
OpenXcom Extended / [5] OXCE ruleset documentation and ruleset validator
« on: January 13, 2019, 06:06:39 pm »
Ruleset Reference for OXCE was updated: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)

- There are still about a dozen FIXMEs, but at least everything is mentioned
- You may need to wait a day or two for cache to expire... or log into the wiki

Hint: the green stuff

Also, try the ruleset validator: https://openxcom.org/forum/index.php/topic,6552.0.html

99
First of all, AI can destroy base facilities also in OpenXcom.
However, as soon as any alien spots any xcom unit, all aliens stop attacking the base facilities and never resume it.
This is consistent with vanilla: https://www.ufopaedia.org/index.php/Base_Defence#Destruction_Of_Base_Facilities

We'll probably never know if it's a bug or a feature.
If you think it is a bug, you can allow the AI to continue their base destruction effort using following ruleset:

Code: [Select]
ai:
  destroyBaseFacilities: true   # default false

Put it either in vars.rul; or whereever your heart desires.

100
Released Mods / Static smoke for TFTD
« on: October 21, 2018, 01:40:20 am »
attached

101
OXCE Suggestions DONE / [DONE] [Suggestion] Alien missile strikes
« on: October 12, 2018, 10:30:01 pm »
EDIT: topic split from: https://openxcom.org/forum/index.php/topic,6557.0.html


2) Retaliation UFOs can destroy XCom bases without any base defense taking place

As it says, once the final retaliation run begins there's no way to stop it short of defense facilities firing. If they fail, then the base is automatically destroyed.

This simulates a missile strike (or a saboteur/infiltrator) and if that sounds too extreme for some, it could be suggested to have a flag on base facilities that defines whether the facility will be destroyed or not by such a strike (underground facilities would survive, surface ones would not), but that would require a ton of more work and I only need the full destruction part at this point.

Destroying the whole base:

Code: [Select]
ufos:
  - type: STR_BATTLESHIP
    missilePower: -1                 # -1 means destroy everything

Destroying only a few random facilities:

Code: [Select]
ufos:
  - type: STR_BATTLESHIP
    missilePower: 5                 # N means destroy N 1x1 buildings or equivalent

This second part is a bit more complicated.
2x2 buildings count for 4, 3x3 buildings count for 9 and so on...

But missilePower 1 can destroy also 2x2 and 3x3 buildings... missilePower 2 however cannot destroy two 2x2 buildings.

Probably best to give example:

missilePower: 2 can destroy:
- two 1x1 buildings
- one 1x1 building and one 2x2 building
- one 2x2 building
- one 3x3 building... or 4x4, 5x5, 6x6 ... i.e. as soon as it "starts" destroying a building, it finishes destroying it

missilePower: 5 can destroy:
- 1, 1, 1, 1, 1
- 1, 1, 1, 1, 2
- 1, 1, 1, 2
- 1, 1, 2
- 1, 2
- 2, 1
- 2, 2
- 3 (or bigger)

Access lift cannot be destroyed (unless you destroy the whole base with missilePower: -1).
If a base has only 5 buildings, and missile power is 200... access lift still remains :)

Translations:

Code: [Select]
  STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Alien missiles have damaged our base {0}"
  STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Alien missiles have destroyed our base {0}"

102
(Requested by many people.)

Hi all,

I've added some more scaling options for very high resolutions (1/4, 1/5 and 1/6 Display).

My recommendations:

1280x720 (HD):
- geoscape 1/3 display
- battlescape 1/2 display

1920x1080 (FullHD):
- geoscape 1/4 display
- battlescape 1/3 display

3200x1800 (the biggest I could test):
- geoscape 1/5 display
- battlescape 1/5 display

3840x2160 (4K):
- geoscape 1/6 display
- battlescape 1/6 display

M.

103
Request by Solarius Scorch.

Special items, like for example Alien Alloys / Aqua Plastics are not recovered in full amount.
On UFO missions, you recovered 10-times less than what map contains, on alien base attack 150-times less.
Bigger mods have more such special items, and also need more options to configure the dividers.

Now, it is possible to add this behavior to every item with specialType > 1.
There are 3 levels of assignment:
1. assignment per deployment
2. assignment per mission type (4 fixed types)
3. global default
Level 1 overrides level 2, which overrides level 3.

Ruleset explanation:

Code: [Select]
items:
  - type: STR_ALIEN_ENTERTAINMENT
    recoveryDividers:
#level 1
      STR_MEDIUM_SCOUT: 5        # overrides for specific alien deployments
      STR_TERROR_MISSION: 5
#level 2
      STR_UFO: 5                 # represents any mission started on geoscape as a crashed/landed UFO
      STR_MISSION_SITE: 5        # represents any mission started on geoscape as a mission site
      STR_BASE: 5                # represents any xcom base defense mission
      STR_ALIEN_BASE: 5          # represents any alien base attack mission
#level 3
      STR_OTHER: 5               # is used when everything else fails

Real sample for alien alloys:

Code: [Select]
items:
  - type: STR_ALIEN_ALLOYS
    recoveryDividers:
      STR_UFO: 10
      STR_OTHER: 150

104
Request by Solarius Scorch.

Examples of usage:
- do not lose morale when enemy destroys security cameras (implemented as friendly immobile units)
- "kill VIP missions"... by killing a VIP, decrease morale of other units to zero and force them all to surrender
- and so on...

Sample ruleset:

Code: [Select]
soldiers:
  - type: STR_SECURITY_CAMERA
    moraleLossWhenKilled: 0        # default is 100%

Code: [Select]
units:
  - type: STR_ETHEREAL_COMMANDER
    moraleLossWhenKilled: 5000        # 5000% should be enough to lower morale to zero for all units that don't have highest bravery

Details of how it works:

New attribute (moraleLossWhenKilled: 100 # default) to prevent/amplify morale loss on soldier type ruleset and on unit type ruleset

Affected:
 - morale decrease of the murderer when his victim is killed in friendly fire (applies to all 3 factions)
 - morale decrease (for Player) when killing a civilian (Neutral)
 - morale decrease of the whole losing team (Player or Enemy), except 2x2 units

Not affected:
 - morale increase of the murderer when his victim is killed (not friendly fire)
 - morale increase (for Enemy) when killing a civilian (Neutral)
 - morale increase of the winning team (Player or Enemy)
 - morale decrease/increase of the victim when it gets hit
 - morale of 2x2 units... unless they are directly involved in the killing (=are the murderer)

105
OXCE Builds & Ports / OXCE v7.12 MacOS
« on: September 21, 2018, 05:29:47 pm »
OXCE for MacOS has been upgraded to v5.0 too.

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

PS: Can someone please confirm it's working correctly?
It works fine on my MacBook Air (High Sierra), but I would like to know if it works also for people, who don't have any development environment installed.

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