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Messages - R1dO

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31
XPiratez / Re: A thread for little questions
« on: November 28, 2022, 11:29:39 am »
It looks like your config has both `debug: true` and `debugUi: true` set.

You can get rid of the latter one (which shows the outlines) by pressing: CTRL + U.

32
Suggestions / Re: Research progress bug?
« on: November 26, 2022, 07:45:25 pm »
Not sure if i understood your post correctly.

Reading your 'pedia' snippet and description of what you've observed ingame i would say there is nothing wrong/outdated with the pedia (or bug in engine).

Just to clarify. The way I interpret the description:
Code: [Select]
Unknown: less than 33% of the base cost has been researched;    - Entry depends on time invested, when 33% is reached show something else.
   - Taking the rest into account it will mean: after 33% choose one of the following 4
Code: [Select]
Poor: over 2 weeks total at the current number of assigned Brainers;    - States total, in other words: not depending on what has been invested.
Code: [Select]
Average: more than a week total research time;    - Again total
Code: [Select]
Good: 4-7 days;    - Missing any indication of being total vs running number. Based on previous entries I assume total.
Code: [Select]
Excellent: 3 days or less.    - Same as good.

The only minor improvements i could think of are:
- Mention 'total' in both Good and Excellent.
- Clarify if 1-4 uses 'total base' or 'total after RNG'.
  + Although that would only benefit users that do extreme number tracking, the average player is probably not even aware of the difference.

33
Currently the armor (family) worn by the selected soldier will not be visible if there are none left in base stock.
This could lead to situations where one would first need to dress up in a different armor and then revisit screen to see (family of) the previously equipped armor.

My proposal is to change the algorithm to always include the armor family for the one worn by the currently selected soldier.
This makes equipping (or using MMB to see current armor pedia) a bit more convenient.

Please note that the benefit is limited to use cases where armor sharing is 'needed'.
- Newly discovered armor used extensively by player but manufacture has not caught up yet.
- Not enough supplies to manufacture/buy desired amount of armors.

At the moment I have a working proof of concept for this functionality on my personal branches.
Before casting it into a PR (or outsource it to the main devs) it's probably wise to check if it is actually deemed desirable.

Any thoughts?

P.s. With armor family I'm referring to armors sharing the same store item.
P.p.s. See attached image if unsure about the screen I was referring to.

34
Most likely candidate:

An SDL_mixer error complaining something went 'wrong' during playback (or loading?) of music/sound files.
Might be that there is something wrong with (some) audio files or something is wrong with your PC's audio system.


35
OXCE Suggestions DONE / Re: [Suggestion] Regions providing
« on: October 28, 2022, 02:24:16 am »
Even though i might misinterpreted this topic.

This is already possible (and used by some mods, for example Chronicles.)
...

If this is true that should mean nationality/names based on placement is already possible.
Using the route:
* Define nationality based soldier type with corresponding names ('soldierNames') and flags ('flagOffset'?).
* Use buy/recruit limitation on defined soldier type based on placement (using the method from chronicles).

36
XPiratez / Re: A thread for little questions
« on: October 19, 2022, 10:41:03 pm »
Take a look at the charts, finance section.

The score button reveals the rating (see attached image)

37
OXCE Suggestions OK / Re: [SUGGESTION] Painkillers overhaul
« on: September 27, 2022, 07:18:28 pm »
To me there is one question that comes to mind,

In the first point you mention adding a bar from the right side that pushes back the morale bar (if big enough).

From a player perspective i feel this can be confusing.
Up to now i've learned that one only needs to worry about unwanted soldier behavior (e.g. battlefield naps) if the secondary bar approaches the length of the main bar. Or any bar approaching zero.
This proposal would mean that an additional mechanic needs to be learned (check length of an additional bar from the other side and it's impact on the main bar).

Would it not be simpler to have the 'pain' bar behave like existing secondary bars and adjust calculations accordingly (for instance based on the difference between currentMorale and pain)?

As an additional note:
During years of play ignoring painkillers has become natural. I'm pretty sure this proposal will bite me in some way, but that is not something one can hold against this proposal  ;)

38
OXCE Suggestions Archive / Re: [Suggestions] Civilians and Controls
« on: September 22, 2022, 09:44:11 pm »
Although i have no strong feelings on either of your suggestions i can give you a tip that would negate the need for closing down the game in order to go to a readme.

Advanced movement (which includes strafing) is an user option.
The mouseover on that option will remind you that it is activated using [CTRL].
The option is located under: [Game Options] -> [Advanced]. In the visible list as part of the "Battlescape" section it is called "Alternate Movement Methods" (unless a mod decided to rename it, which is unlikely).

Since this screen is accessible from within a running game (just like controls) you do not have to close down the current playthrough.

39
Open Feedback / Re: Terror from the Deep
« on: September 03, 2022, 07:10:08 pm »
From the start screen click the "Mods" button.
On the screen that appears you could choose the base game ("Ufo Defense" or "TFTD"). Click "OK"  and the engine will restart using the correct base game.


40
Suggestions / Re: Statistics soldiers
« on: September 03, 2022, 03:07:34 pm »
Throwing accuracy could also be a relevant factor if your playstyle includes using a lot of grenades. Unfortunately, throwing accuracy is not listed on that screen.
On OXC it is not possible to show that stat, on OXCE it is possible via a mod.

See https://openxcom.org/forum/index.php/topic,7515.msg118452.html#msg118452 for the description.

41
OXCE Builds & Ports / Re: OXCE v7.7 for Android
« on: September 02, 2022, 11:43:44 am »
You might want to reach out to Northfear for that. This is the person that created the OXC port.

If you want to try porting yourself the following diff view might be handy:
https://github.com/OpenXcom/OpenXcom/compare/master...Northfear:OpenXcom-vita:master

It shows the differences with OXC, which could be used as starting point for an OXCE port.

42
.. "Base->craft->items" =====> "Base->equip submarine->sub->equipment->inventory".
I was trying to keep the table short. Apparently it made things unclear, my apologies.

43
No. That only works in aquanaut/soldier stats screen (the one where it also shows "sack" and "diary" and where it doesn't show armor values). You can't edit the name (so far as I have tested) on the inventory screen or the another stats screen ...

Since you sparked my curiosity I made the following table of screens with soldier names and the ability to change them.
* Based on observations while running OXCE 7.7
* Some of those screens can be reached via other ways, i've only included the base ones to prevent duplicates.
Code: [Select]
ID | Can edit | Location           | Screen
---+----------+--------------------+-------
1  | yes      | Base->soldiers     | Soldier stats (without armor values), name without promotion level
2  | no       | Base->soldiers     | Soldier diaries
3  | no       | Base->soldiers     | Memorial
4  | yes      | Base->craft->items | Inventory
5  | no       | Base->craft->items | Soldier stats (with armor values), name with promotion level
6  | yes      | Battle             | Inventory
7  | no       | Battle             | Soldier stats (with armor values), name with promotion level

Note: Id 6 depends on OXCE version. Prior to 7.6.2 it is a "no".

Does this differ with your observations?

As to the behavior of "ESC".
That would be a behavioral change, it is up to the devs if that is something they want.

44
Does clicking on the name not bring up a blinking "cursor" (vertical bar)?
That should be the indicator that you can start typing new text.

45
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: August 30, 2022, 09:58:13 pm »
Makes sense.

You don't want all the shiny gear laying around in the hangar when the engineers are tinkering with... sorry... maintaining the craft.
All it needs is a curious engineer with a... what could possibly go wrong if start disassembling this using my pliers... mindset to trigger an accidental blaster bomb launch.

;-)

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