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OXCE Suggestions NEW / Re: [Suggestion] Sell\Buy price coefficients for itmes.
« on: March 20, 2024, 03:15:32 pm »
Thanks mate for moving this over to here
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hellrazor, I completely agree, but it would be better if such a modifier for the sale and purchase price, depending on the difficulty level, was a property of the item itself. That is, there is a global modifier “sellPriceCoefficient”, and there is an individual modifier in the item itself. Plus "buyPriceCoefficient".
sellPriceCoefficient :
I like the idea of selling loot at higher levels for less money.
It is a serious design bug of OXC, that higher levels get more and better loot at the beginning of the game and so have an easier economic start than the beginner levels do.
But I calculated this sellPriceCoefficient for popular manufacturing goods, like STR_PWT_CANNON and STR_GAUSS_CANNON or even STR_PARTICLE_DISTURBANCE_SENSOR in TFTD. Most of the sell price is production cost (workers, building, material). If the sell price changes 10% up or down, the effect is enormous.
Maybe that problem could be solved with something like
sellPriceCoefficient: 100
or
sellPriceFixed: true #default false
written to the item to overwrite/deactivate the global sellPriceCoefficient settings for selling this item. Then manufacturing for money could be the same for all difficulty levels.
And this could be useful for Items with a price fixed by the story, too. If the artifact text says "this jewelring is worth 777$", this should probably not change depending on difficulty level.
sellPriceCoefficient: [100, 85, 70, 60, 50]
sellPriceCoefficientAffectedItems:
- STR_PLASMA_PISTOL
- STR_PLASMA_RIFLE
- STR_HEAVY_PLASMA
- STR_MIND_PROBE
Not strictly a bug but i came here to report it as a bug and when gathering screenshots I saw the issue, so wanted to let you know. The research tree is not up to date. The latest research tree doesn't show that live Cyberdisk is required for Hovertanks and Hovertanks are required for Elerium Bomb Launcher
This is standard algorithm for OXCE since about 5 years. (commit 32c9799b75)
if a weapon has ArcingShot it awards throwing rather then firing experience.
look at file Battlescape/TileEngine.cpp function TileEngine::awardExperience
where is says:Code: [Select]else if (weapon->getArcingShot(attack.type))
{
expType = ETM_THROWING_100;
expFuncA = &BattleUnit::addThrowingExp; // e.g. flamethrower, javelins, combat bow, grenade launcher, black powder bomb, stick grenade, acid flask, apple, ...
}
this can be over-ridden by using "experienceTrainingMode"
This does not happen in OXC.
constants:
extendedExperienceAwardSystem: false
While you are looking into it, there are two minor issues you may want to change:
in Ruleset/items_HM.rul:
PLASMA_PISTOL_ELERIUM_CLIP and PLASMA_RIFLE_ELERIUM_CLIP sell for $0
this is because they have a costsell field instead of a costSell field.
in Ruleset/manufacture_HM.rul:
the cost of UPGRADE_WALKERTANK_LASER_TO_PLASMA is 40000 where a cost of 400000 seams more in line with the cost difference between the two tanks.
- name: STR_UPGRADE_WALKERTANK_LASER_TO_PLASMA
category: STR_CAT_TANK_UPGRADE
requires:
- STR_LASER_CANNON
- STR_PLASMA_CANNON
- STR_WALKERTANK
- STR_SECTOPOD_CORPSE
- STR_SECTOPOD_TERRORIST
- STR_ARMORED_SECTOPOD_CORPSE
- STR_ARMORED_SECTOPOD_TERRORIST
space: 30
time: 200
cost: 40000
requiredItems:
STR_WALKERTANK_LASER: 1
STR_ELERIUM_115: 10
STR_ARMORED_SECTOPOD_CORPSE: 1
producedItems:
STR_WALKERTANK_PLASMA: 1
listOrder: 722
This is standard algorithm for OXCE since about 5 years. (commit 32c9799b75)
if a weapon has ArcingShot it awards throwing rather then firing experience.
look at file Battlescape/TileEngine.cpp function TileEngine::awardExperience
where is says:Code: [Select]else if (weapon->getArcingShot(attack.type))
{
expType = ETM_THROWING_100;
expFuncA = &BattleUnit::addThrowingExp; // e.g. flamethrower, javelins, combat bow, grenade launcher, black powder bomb, stick grenade, acid flask, apple, ...
}
this can be over-ridden by using "experienceTrainingMode"
This does not happen in OXC.
When using Grenade Launcher under OpenXcomExtended soldier's firing accuracy is used for hit chance, but experience is gained for throwing accuracy. This is different then OpenXcom where firing accuracy experience is gained. The same will probably also occur for the Small Launcher.
This could be fixed either by having throwing accuracy considered for these weapons by adding an "accuracyMultiplier" field to the items,
or by having their use train firing accuracy by adding an "experienceTrainingMode" field to the items.
Hellrazor: I recall you saying once that the mod is only designed to be played on Superhuman. If you want to "enforce" Superhuman difficulty, you can add the following into your ruleset:Code: [Select]difficultyDemigod: true
This is assuming your mod is using vanilla difficulty values at present.
difficultyCoefficient: [4, 4, 4, 4, 4]
aimAndArmorMultipliers: [1.0, 1.0, 1.0, 1.0, 1.0]
difficultyDemigod makes it so that any aliens that haven't spawned when the map runs out of spawn points will spawn onto the map anyway, possibly all piled up at one spot. This happens on Superhuman anyway, but with this setting it will happen on all difficulties.