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Topics - 0xEBJC

Pages: 1 [2]
16
I have a help request about some inventory questions...

I was wondering if it would be more likely answered, read, creating a new topic or adding it to an older post that is specifically discussing inventories?

My thought was to put it in the old discussion because then there's a more singular post about inventories?

Anyway I put my request in this discussion
https://openxcom.org/forum/index.php/topic,7981.0.html

If I should have started a new discussion please let me know, thanks!

17
Experiments and hack for creations specific weapon

Yankes,

Wow, that's pretty cool!  look forward to seeing it in my on game play :)

Do you by change have an recommendations on how to implement active animations on players or enemies in game play?  A specific example is the purple fade in fade out glow of the aliens in X-Com Files?

18
Often when speeding up the clock and a research pop's then following I get the option to research a new topic, the research menu opens up for the base that just completed the research...

Problem:
I can't recall or don't know which base research menu I'm at or want to check what research is currently on going at other bases. When exiting the research menu I am taken back to the geoscape, and not the basescape so I still don't know which base I was at other than navigation to each base research menu and looking for the base that has spare scientists.

Reason this is important:
Some research is available globally and some is only available at a base dependent on if the base has an enemy, alien, or item at that base.  If I have specific bases for research topics I want to make sure I don't specific global research at a base I want to research specific items or enemies at.


Suggested Solution:
1.) Place the name of the base in the Research Menu.
2.) Have <-- --> left right arrows in research menu to move between bases without going back to the main base GUI.

19
OXCE Suggestions DONE / [DONE][Suggestion] Ability to hide research topics
« on: December 11, 2023, 08:51:59 pm »
Request:
It would be nice to hide research similarly to hiding items in the purchase menu or manufacturing in the manufacture menu.

Reason:
Especially when playing X-Com Files when there are a lot of research available that is un-researched and I know it's nothing I ever intend to research it would be nice to hide those entries because it's very cumbersome to filter through what is important or not.

Suggestion:
right-click scrolls through "pink letters" new, "white letters" started, and "purple letters" hidden and with a way to view hidden research.

20
OXCE Suggestions DONE / [DONE][Suggestion] Rectangle shaped base facilities
« on: December 02, 2023, 02:59:54 am »
Hey Meridian,

Would you consider adding the ability to define rectangle width_x height_y size base facilities?

I currently have the graphics and rule files completed for a (size 4x2) hangar.  I'm looking a remaking the hangar expansion mod, make it more realistic, better fit crafts and update graphics doing pixel art vs photoshop down sampling.   I was also thinking this would work well for something like a  training / firing range 2x1 for a shooting range or a 1x2 garage for X-Com Files automobiles?

Thanks for your time.
-JC

21
OXCE Support / [Solved] Sale/Sack Menu (Ctrl+Middle Click) UFOPedia
« on: November 25, 2023, 07:57:24 pm »
In sale/sack menu:

[Works Correctly]
Ctrl+Middle click works on researched items and not unresearched items as expected to navigate to their UFOPedia page.

[BUG]
Items the game starts with but are never researched such as the light pistol have a UFOPedia page but wont go to the UFOPedia when ctrl+middle clicking.  This issues isn't a problem in the purchase menu, only the sale/sack menu.

22
One thing that I have always wanted is for each clip to show it ammo count in the UFOPedia page... without navigating to the "INFO" page, either by each clip type if the clips are different? 

If the gun determines the ammo count then have the the info listed by the weapon name, or if each clip by type, i.e. kenetic, incinderary, etc. can have different ammo counts then place the value next to the clips on the UFOPedia like it shows in the soldier inventory next to the ammo clip icon.

I use the mod "Weapon Ranges Shown" which is really nice QoL to have on the weapons page, so maybe there is an easy way to make a mod to show the ammo count? I thought that was pretty slick to change the language string to include the range value.


The other suggestion is to be able to navigate to the UFOPedia page for a particular item or weapon from the buy, sell, craft equip, or soldier inventory screens.  This could be accomplished by a CTRL + mouse click or ALT + click, etc.  That would mean the items would have to have a UFOPedia page tag to know where to go. An there would need to be a check to see if the UFOPedia page is visible yet by research or discovery, etc. and if not then do nothing.

23

I second this suggestion, with some caveats.


I thought there could be a place to improve QoL. Currently, when you arrive at the mission site, you can choose to patrol over it, in order to wait for the daylight. But when the time comes, the player goes to the craft actions state, then hit "Select new target" and then selects the site that is under the craft. How do you think, does it worth another making another button to avoid selecting destination?

For instance, when we choose to patrol over a mission site, we can make a link between the craft and the mission site. We break this link on 1) new target, but current site was selected, 2) low fuel.
Thus, when we select the craft actions, we could create a new button, that would tell the craft to deploy mission. That would save us a few pointless mouse clicks.

This link would allow us to make another feature - alert the player, that mission site is about to despawn and he or she has to choose return to base or deploy now, as we can't wait any longer. Ofc, both should be hidden under ruleset toggle or option.


I wouldn't tell the player when the landing is about to despawn, that's part of the intended gameplay to never know when the landing site will despawn.

It would be nice to have an option to wait until daylight to start the mission.  I think this could be accomplished in a few different ways that would minimize the change and feel to the original X-Com.  When the window pops up asking to Begin Mission?  [YES] [NO]:
1.) There could be smaller text just below the yes/no with the following "Wait: Patrol Until:  [ ] Dawn, [ ] Daytime, or
  • Start Now?"

     This way you can choose at each mission the option when to start the mission, and if the landing despawns the you're out of luck.  Start Now would be the default, or you could have an advanced OXCE option to "remember last selected patrol wait setting when beginning missions"
2.) There could be a button just below the yes/no that says [Patrol Until Dawn].  If the player chooses that option then when dawn comes the start mission window pops back up.  This would also allow to accelerate the globe clock to that event and also not miss that event either.
3.) Have an OXCE advanced option that is "Cancel mission start, craft patrols instead of base return"

I use Starving Poets "OXCE - Day Night Indicator" mod so that when the craft arrives at the mission site I don't have to always default to cancel mission just to check if it's day or night time before starting the mission.  The problem I run into is when it's night and I want the craft to patrol until daytime, I place the craft into patrol mode. I can speed up the globe clock but sometimes, especially when I have multiple crafts out, I can speed up the clock to much or I miss starting the mission.

I would suggest either options 1 or 2 above that way you wouldn't miss a mission start needing at daytime, the 3rd options it would still be easy to forget about a patrolling craft when there's a lot of crafts our, accelerating the globe timer, etc.

24
OXCE Suggestions OK / [Suggestions] Crash Site/Event Time Info
« on: November 19, 2023, 02:07:20 am »
Here's my scenario:

There's a lot going on I just completed a mission and there are four other events going on a terror site, another crash site, and two landings.

I want to know which one is the oldest;

It would be nice to have the following info when you click on event

TERROR SITE
Occurred: 1 Jun 1999 12:53:01
Time Lapsed: 2 Days 0 Hrs 10 Min 7 Sec

This way I could identify which event is oldest and should be targeted next.  There could be an option in advanced configuration to enable this or not to hide it when a true vanilla gameplay is desired.

25
OXCE Suggestions Archive / [Suggestions] New Craft and Hangar properties
« on: November 19, 2023, 02:01:36 am »
I second a lot of these suggestions
   quote author=efrenespartano link=topic=6484.msg101024#msg101024 date=1533498933

  To be clear, a lot of these suggestions would
  be great, but I'm not expecting any of this.
  I think this is an awesome community and am very
  thankful for all the devs and mod builders for
  their voluntary time and commitment to the
  community...Thank you!


Here's my thoughts:

I was thinking of a characteristic "canRefuel: yes", that allows to refuel the crafts that escort it, using the characteristics that were already implemented with the HKs. This would be useful to increase the combat range of crafts with little fuel.

For this idea, you could also have specific crafts that are "tankers" to refuel the smaller crafts so the craft that can fuel another tanker in mid flight has to have the value "isFuelTanker: true" and the refueling craft would have "canRefuel"

Or to solve this could be an option when the craft says it's low on fuel there could be an option to "fly to nearest base to refuel and continue mission"  This feature could just work as is or have some other stipulation like the other "nearest" base would need a hangar for the craft to fly there and have an empty hangar"  that way you could have small bases without crafts but an empty hangar and send the craft there in mid flight, may need a requirement for living space too, especially if there are soldier, but even just fo the idea that there is a pilot.

I think this option would be great if in mid flight you could send a craft to another base that has an empty hangar mid flight, you could even chack and say "No hangar space available" or "Insufficient living quaters available"



Another feture I would like to request would be to have the option to send a craft to go on a second mission after completing a previous one, multiple missions before a forced return to base option. There could be a value "multipleMissionLimit" where set to 0 would allow as many missions until fuel ran out. Fuel restrictions would still apply. Setting it to 1 would be vanilla x-com, and 2,3,4 etc. would allow a limited number of multiple missions, would could fit well with small interceptor having to return more frequently as opposed to large troop transports.

There could be a uniqie craft storage size limit "storageLimit" for each craft type that would affect how much gear it can store this would affect when placing soldiers and gear in the craft at the base equip menu, but also this could be a check if the craft has less than the "forcedReturnStorageLimit".  This would also cause, I think, an end of mission promt for what gear, collected alien, tech, etc. that would have to be left behind.  So if you have a small 1 soldier interceptor style craft that could land it would likely not be able to take a large cyberdisk or a lot of other alien gear.

There could also be a check if there are wounded soldiers on board and state "Wonded soldiers, base return required" when trying to asign the craft to a followon mission.

For interceptor type craft there cold be a ckeck if there are any ammunitions still available and if no more missiles or ammo then the interceptor would need to return to bese? or just allow it to engage a dog fight without any ammo and let the player decide when no ammo remains.



Another idea: would it be possible to make a kamikaze plane? I'm thinking about a craft having run out of ammunition, then ram directly into the UFO in the hope of impacting it and destroying it or at least causing it harm.

I have planned to make a "hangar for cruise missiles", a 1x1 installation in which only can be stored "cruise missiles", very fast aircraft with the variable isKamikaze: yes but with little range to serve to shoot the largest UFOs. I have always imagined that Tomahawk missiles should be useful for attacking very large ships.

One way that could meet this request would instead of a new hangar have missiles, fusion balls etc stored within their own facility, so instead of taking up general storage each missile facility would have it's own storage type and you could "launch" the missiles or ICMB, etc from those facilities.  In essence the missile facilities become their own "hangar" type for the specific "missile" type.  This could also allow for different variety of missiles at each facility depending on size/storage/energy requirements.

One more unified way could be to have item properties: like aliens need containment, craft need hangars, missiles need missile silos.
  storageType: {general, hangar, alien, prisoner, creature, ghost, missile}

  Then for crafts and missiles a property: "isLaunchable: true" and "launchType: {land, water, air, missile}"


It has already been mentioned above about the types of hangars. Large hangars for large aircraft, small hangars for small aircraft.
Enviado desde mi Blade A510 mediante Tapatalk

I've complete switched to playing X-Com Files most of the time, and second this suggestion.

I don't know how easy this would be from a dev perspective, but you could have different hangar types. I think there's an easier way that would also be less intrusive to the original gameplay and not needing new hangar types.

There could be value set for each craft size, CraftSize: {small, large} and a second value CraftShape: {round, wide, long} the Second value would only be needed for small crafts.
 - Small could fit 2 crafts in the hangar, this would work well for the "car" crafts in X-Com Files, and large only one craft, so the default value for vanilla X-Com would be all crafts are large

For Small Crafts:
   -- If both 2 small crafts were wide, then they would both be centered one above and one below in the hangar.
   -- If both 2 small crafts were long, then they would be side by side in the hangar.
   -- If both 2 small crafts were round, then they would be diagonally centered, either top left and bottom right or the other way around, top right and bottom left.



Here's an example

Craft:
  - Type: delta-flyer
    size: small
    shape: long
    storageLimit: 20
    forcedReturnStorageLimit: 18
    multipleMissionLimit: 2

   

Thanks for taking the time to hear my thoughts... :)
-JC

26
I'm working on an idea to incorporate an Iron Man suit into X-COM, here's my work in progress:

<<https://www.openxcom.com/mod/iron-man-super-suit#cmtx_form>>

If anyone is willing to help with the battlescape sprites I would greatly appreciate the help and collaboration, I've tried downsizing sprites I've found online and photoshop does a terrible job of blending and keeping a good balance of the edges and details.  I've come to realize that I'll have to draw the images by hand at the resolution needed, but I'm no great artist.

I'm currently looking into the sprite and graphic tools on this site now.

Thanks for a great community,

Cheers!
SB

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