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Messages - SophiaThe3rd

Pages: 1 [2]
16
Released Mods / Re: Elerium Extraction Mod
« on: August 31, 2016, 05:37:26 am »
Hmmm... do you mean:

add
Code: [Select]
facilities:
  - STR_WORKSHOP
    provideBaseFunc: [ WORK ]
  - STR_115_REACTOR
    workshops: #value
manufacture:
  - STR_THINGS  #every item able to manufacture
    requireBaseFunc: [ WORK ]

if so, then that would prevent building without workshops, but would still allow building in the reactor. (no good)
or do i misunderstand your meaning?

--- posts merged - Solarius Scorch ---

Mod has been updated to version 1.3

The new research entries have been modified to drop requirement of UFO Construction and replace it with Grav Shield. This will force later game development of this branch of the research tree, as well as provide a reasonable human-based artificial gravity base of knowledge the facility implies control of.

A new hidden research dependency provides for requiring previous research of at least 1 type of alien weaponry clip before the research on extraction can begin. Makes sense.

fixes to route nodes and spawn location/probabilities.

17
Released Mods / Re: Elerium Extraction Mod
« on: August 31, 2016, 04:22:14 am »
@Solarius Scorch: we played with this option a bit as a means of "getting the job done" but it was decided against because:
The reactor facility should enable the extraction process ONLY. Adding workshop space would allow players to potentially manufacture items without having any workshops at all. (although low values could minimize the effects, the behavior is undesirable.)

While it does make sense that the process needs and therefore should accommodate engineers, an author is unable to dictate HOW MANY. Players are apt to assign as many engineers as they have space for. From a "does it make sense?" standpoint, it was felt that having excessive personnel "working" in the reactor itself made for an "unsafe work environment". :P

By referencing various OXCE files and sniffing out entries for the TRAINING facility, several clues can be gathered about what is needed to enable a new right click function (AFAIK, right click is the ONLY way to access the training screen) however, i dont understand much of the code i'm finding. Furthermore, if it's ultimately something that has to be compiled into an .EXE or some such madness, and cant be accomplished by editing, i'm chasing a pipe dream. My imagination can (and does) outpace what i'm actually able to produce.

Thanks for your consideration though!

edit: there IS a button to access training in the Soldiers page, as well a right click function directly linking. As Extraction is it's own category in the (new and lovely!) manufacturing dropdown box, only right click function is of concern.

18
Released Mods / Re: Elerium Extraction Mod
« on: August 30, 2016, 07:46:39 pm »
sorry for the confusion guys. during basescape, if your base has a PSI-LAB the player is able to hover the mouse over the facility itself. Left click brings up the option to disassemble module.
Right click brings up the associated Psi-Training page where you assign soldiers and view their improvements this month.
Same goes for hangars, labs, workshops, general stores and others; they all have an associated right click page.
I want to link my reactor to the same page as workshops.

Quoted text: "the original intent was to perhaps add another right side button for extraction"

Reworded: I HAD wanted (second guessing now) to place a new button along the right side of basescape along with "build new base,  base information, soldiers, craft, etc." this button would have been called "Extraction" this buttons popup would have been where a right click on the base module itself would bring the player to. Again, this was during the design process IN MY HEAD. I now think that simply cloning the right click functon of workshops(bringing up manufacturing window) is best.

19
Released Mods / Re: Elerium Extraction Mod
« on: August 29, 2016, 03:52:13 am »
thanks for pointing me to those mods! they use about the same mechanics to accomplish the goal as the prototype of this mod. ultimately, this mod was envisioned (without previous knowledge of the other 2 mods; popular idea!) with the new base facility in mind. after much tinkering, we were unable to find a way to force the buliding of the reactor to unlock the manufacturing that worked at an acceptable level.
- on a side note any pointers on whats involved in adding a right click for the base module in basescape would be much appreciated! the original intent was to perhaps add another right side button for extraction, like research, manufacturing, and purchase/sell, but at this point that looks like too much to chew/not really necessary. Now i'm thinking simply leading to the manufacturing page on a right click should suffice.

Much thanks to SupSuper, Warboy, and Hobbes for various help in IRC on the finer points of how everything fits together.

20
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: August 28, 2016, 11:20:44 am »
quoted from the first post:

Download available on mod site (require latest nightly):
https://www.openxcom.com/mod/openxcom-extended

perhaps just edit that line?
Great work though! I LOVE all the new fuctionality

21
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: August 28, 2016, 10:52:01 am »
using the latest nightlies and oxce i seem to get a crash upon display of the cryssalid weapon icon from terror.png be it from debug mode or MC, other 3 terror units show correctly. bug?

22
Released Mods / Elerium Extraction Mod
« on: August 28, 2016, 09:32:17 am »
try and try i cant seem to get my mod into the mod portal, so hopefully this works.

You can now extract precious 115 from all those alien clips you've had on firesale; unlocked late game and balanced to avoid game breaking amounts of 115. This mod creates a new facility that must be unlocked via reasearch before it becomes available for construction. After completion a new manufacturing process is unlocked. The facility will be targeted by aliens during a base defense mission for module destruction.

Requires OpenXcomExtended for now, a version for OpenXCom may be forthcoming pending intrest and my ability to actually upload something.

versions 1.0

Extra Research entries

Extra Facility - Incorporates New Rules (Base Functions), Terrains, Routes, and Maps

Extra Manufacturing entries



Version 1.1

changes to Routes nodes

extraString fixes



Version 1.2

Oops! now correctly formated .zip for easy extraction into mods folder

added metadata



Version 1.3

research changed to require Grav Shield instead of UFO Construction. (for balance and logic)
research added to require knowledge of at least 1 alien clip type beforehand (logical)
more fixes to ROUTES. aliens now behave correctly and changed xcom spawn locations/probabilities
added missing door frames to doors in maps

this work is a free use submisson for anyone for anything

23
Tools / Re: Combining lots of small pixel images into one spritesheet.
« on: August 26, 2016, 05:27:15 am »
the attached link returns as server error. is this utility still available? any other recommended methods?
assembling handObs in MTpaint is straight forward enough, but this is a much larger bite to chew.
 :-[


edit: https://falkooxc2.pythonanywhere.com/spritecomb

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