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Messages - 0xEBJC

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136
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

137
I'm still trying to find a way to show the clip size on the weapon info page in the ufopedia, next to each clip icon.  Based of the 'INFO' nerd stuff it looks like the clip size if a parameter of each clip so the clips could vary in clip size so I would need to get that from the clip data.

I'm looking through the source on github, but it's not apparent yet. I did find the info about the range values.
https://github.com/MeridianOXC/OpenXcom/blob/oxce-plus/src/Ufopaedia/ArticleStateItem.cpp

if (item->getBattleType() == BT_FIREARM)
{
...
}

138
40k / Re: [minimod] Weapon ranges displayed in Ufopaedia (Codex)
« on: November 28, 2023, 07:53:27 pm »
Thank you!  This greatly help in X-Com Files quickly identify the useful weapons amongst all the junk.

Would you mind posting this on the openxcom mods page?
https://mod.io/g/openxcom

139
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.10.1
« on: November 28, 2023, 07:10:35 pm »
This isn't the first QoL-change I made. It's the third one actually:
1. One-click-grenade-priming
2. Manufacturing items only uses workshop-space once you actually start working on it and not alone by queuing it
3. The new smart-inventory usage

Basically whenever something really started to annoy me and could be solved with some code-changes I eventually ended up making these changes.

Here's one that's annoyed me and I thought it should be an easy fix... two things for any ranged weapon in the ufopedia info. Show range values for (snap, auto, aim) and clip size next to the clip icon on the weapon page.

I found a solution for the first issue, displaying the weapon ranges for shot types with this mod:
https://openxcom.org/forum/index.php/topic,10723.0.html

A simple language text update, but digging through the git repo, I found that reference, but I don't think showing the clip count on the ufopedia page can be done without code changes.

140
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.7.4
« on: November 28, 2023, 06:19:06 pm »
This sounds too specific and too much like a "one person wants that"-feature to me. So I suggest to make your own fork and implement it like that if you really want it.

I just want to say thank you, for all your work, the new AI, and your time to respond here...thank you, thank you :)

I hope my suggestions are helpful and I don't want you to think I'm expecting anything, just glad for what you've made.


If you only set "isBrutal" in the units.rul, it will use defaults/global-settings for everything else.

It's not per species but per unit-type though. So if a mod has many units across many different files, it might be quite laborious to manually switch it on or off for each individual unit-type.

Thanks for the info, my thought was to make for example waspoids swarm like bees VAI for a few turns then BAI full max or similar with 'pack' animals like werewolves.!  :D, humanoid aliens like floaters, sectoids, mutons use BAI, and snakemen and some other aliens use VAI or somewhere in between with different flags so that you get varied behaviors per alien race.

141
The X-Com Files / Re: [MOD] Recruit Concerned Citizens
« on: November 28, 2023, 07:34:35 am »
Hello and thank you for deeming my mod deserving a submod.
I don't think it's a bad concept, but one thing is bothering me: you can't set and properties on the produced soldier, so recruiting a white woman can give you a black male agent... :)

Hey Solarius,

I know this is an old post, do you did a feature ever get added to create a soldier by event with specific stats, gender, look, name, etc???  I saw this mod:

https://mod.io/g/openxcom/m/natasha-morozova-join-for-x-com-files

and it looks like it is accomplishing this goal.

I'm curious if you know of any limitations because I'm working on a X-Com Files sub mod currently needing the ability to at a given event, research discovery, etc I want to spawn a specific soldier.

Thanks

142
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: November 28, 2023, 06:33:32 am »
I would still like to reduce the number of aliens. I don't really understand how it all works, I need examples. To understand the editing of what affects precisely the high complexity. I'm afraid to ruin everything. Can you please write an example, the difficulty is impossible, the mission is to storm the alien base, it says 50 such aliens, change it to 40. Or something like that? I really would be very grateful.

Hey Zhorov

I know this is an old post, not sure how often people check in, but I wanted to say my two bits for you or anyone else coming across this thread:

Although I like to play at an easier difficulty level than super human, I found this guide for playing super human very helpful!
 :) ;) :D ;D >:( :( :o 8) ??? ::)  :P :-[ :-X :-\ :-* :'(

  https://openxcom.org/forum/index.php/topic,11579.0.html

143
OXCE Support / Re: [BUG] Sale/Sack Menu (Ctrl+Middle Click) UFOPedia
« on: November 28, 2023, 12:07:05 am »
Downloaded 7.9.18 from here:

https://lxnt.wtf/oxem/builds//Extended/Extended-7.9.18-d5cdc60a9-2023-11-26-win64.7z

Tested without any mods, new game.

There still seams to be the issue, but only with Avalanche Launcher and Stingray Launcher as they do have ufopedia pages but won't navigate there from the sell menu with ctrl+middle click, all other items work correctly.  Not sure about other items as the items not available from a new game.

144
OXCE Support / Re: [BUG] Sale/Sack Menu (Ctrl+Middle Click) UFOPedia
« on: November 27, 2023, 11:25:18 pm »
works for me

oxce 7.9.18, xcf 3.0

video attached

Hey Meridian, thanks man! 

Right, oxce 7.9.18 works fine. Sorry I forgot I was trying out BRUTAL-OXCE 7.8.1 it's reason.

145
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.

146
OXCE Suggestions DONE / Re: [Documentation] Soldier Transformations
« on: November 22, 2023, 01:56:50 am »
is there a way to make the cost as a function vs a fixed value?

I was looking at the untouchables mod that does regeneration and resurrection.

I'm just tinkering with some ideas at the moment, but was thinking it would be useful to have the cost based off the soldiers specific stats.

my particular thought is for regeneration a function of days wounded
cost: 20000 * currentRecovery

but this feature could enable a lot of other useful mod options like making cost specific to other stats like the higher you go in strength a strength transformation cost more
transform + 20 strength
cost: 2000 * currentStrength

also would be helpful to have the requiredItems allow for a function as well
reqiredItems:
  STR_ENERGENIC_BLOOD_PLASMA: currentStrength / 10

147
Is there an Openxcom or OXCE+ manual? 

I've played this game since it came out in the early 90s, but seams like there is always something new that i wished I had know before.  I just recently learned about the right click on a weapon to get the yellow dot to designate it as the preferred weapon.

148
Middle mouse button, except for selling, where it's CTRL+MMB. Does nothing if there's no pedia page available, too.

Hey Juku121

Awesome, thank you!

149
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.

150

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.

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