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OXCE Support / Re: Modding collections (lists, maps).
« Last post by Yankes on March 31, 2023, 08:07:36 pm »
Well, let's for the sake of discussion assume that a solution at the YAML level is not being considered.  In YAML, it's possible to parse multiple data buffers and to merge them.  The tooling for that is not a part of a YAML specifications.

If we treat the config as just data, then we in the end have a set of definitions that are processed in the second step.  The merging occurs in that step, whence definitions from sub-mods are applied.  At this step, all config data is already parsed, and we have available to us a set of unmerged configuration definitions.  The definitions then need to be applied in descending order to the main configuration.  The definitions thus may refer to whatever was previously defined.  The way this reference is achieved is not through the YAML constructs, but through the reference (e.g. a field, without any special meaning in YAML, called "inheritFrom", which contains an id of the parent definition).

Do we discuss OXCE or some theoretical data processing? I here to answer question for former not latter.
If you want simplified model how OXCE work I can provide it:
We start with yaml file:
Code: [Select]
fooA: "X"
fooB: "Z"
fooC: 123
And you have struct in code:
Code: [Select]
strict Data
{
   std::string fooA;
   std::string fooB;
   int fooC;
};
Then loading is function that is called for each loaded yaml file:
Code: [Select]
void load(Data& d, const YamlFile& f)
{
    if (f["fooA"]) d.fooA = f["fooA"].as<std::string>();
    if (f["fooB"]) d.fooB = f["fooB"].as<std::string>();
    if (f["fooC"]) d.fooC = f["fooC"].as<int>();
}

And there is nearly noting aside from that. With this you can understand most of OXC or OXCE loading of rulesets.


Please allow me to note that the specific problem that I'm trying to solve is a very practical one, and it is about extending master mods, and actually any other mods, in a way that eliminates the bulk of the maintenance burden.  I'm working out a solution within the current implementation constraints.

Anywhere a copy-pasting at the level of writing mod files is involved, we get a source of bugs and maintenance burdens.
Again, if you want have copy of some item from master mod you need manually copy it yourself. I do not plan add any functionality that would allow copy existing rule objects under different name.
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Hello. I would like to ask how can i crew an airship with pilots? I can easily crew landship with them. The airship selection screen is just blank.

Howdy! You require 5 pilots for the C-Class Airship, you need to add them to the crew like any other craft. The game automatically detects the pilots, you don't need to worry to manually select them.
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OpenXcom Extended / Re: [QUESTION] maxDistance, aimDistance etc. for ammo
« Last post by Meridian on March 31, 2023, 06:57:41 pm »
maxRange is only per weapon

aimRange, snapRange, autoRange is only per respective shot type (which is indistinguishable from per weapon)
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OpenXcom Extended / Re: Best mods for OXCE 2023?
« Last post by Meridian on March 31, 2023, 06:51:27 pm »
I'm surprised why the X-Com Files is not mentioned in this list.  What is your rationale for not including it?  I'm asking from the standpoint of a user and modder who appreciates the richness of playthrough and story that was enabled by XCF and which the vanilla is missing.

Also, I wonder if FMP is actually a part of XCF?  That's been my impression after reading descriptions at the mod.io, and playing through the whole XCF oncee.

The quoted list are just my personal top 3, it's nothing official.
XcomFiles is not there, because I don't like it.
Many other people like it, and it could even be on place 1 for some people.

XCF loosely contains FMP, but it's a completely different experience than playing just FMP.
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OpenXcom Extended / Re: [QUESTION] maxDistance, aimDistance etc. for ammo
« Last post by zee_ra on March 31, 2023, 06:12:38 pm »
I assume you mean maxRange and aimRange, not maxDistance and aimDistance.

If yes, those attributes can only be used on a weapon, not on ammo.

PS: StatsForNerds always show all attributes for all kinds of items, they don't say if such combination makes sense or not.

I wonder if those attributes are configurable per shot type.  E.g. confAim, confAuto, confSnap?
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OpenXcom Extended / Re: Best mods for OXCE 2023?
« Last post by zee_ra on March 31, 2023, 06:11:18 pm »
1. TWoTS
2. Piratez
3. FMP

I'm surprised why the X-Com Files is not mentioned in this list.  What is your rationale for not including it?  I'm asking from the standpoint of a user and modder who appreciates the richness of playthrough and story that was enabled by XCF and which the vanilla is missing.

Also, I wonder if FMP is actually a part of XCF?  That's been my impression after reading descriptions at the mod.io, and playing through the whole XCF oncee.

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OXCE Support / Re: Modding collections (lists, maps).
« Last post by zee_ra on March 31, 2023, 06:05:14 pm »
because two separate things, yaml file and rules in engine, data can only flow from yaml file to engine not in opposite way.
OXCE only support "coping" in yaml file as some nodes are duplicated in multiple places.
This duplication do not alow in any way to duplicate any thing that is in engine as this is different layer.

Well, let's for the sake of discussion assume that a solution at the YAML level is not being considered.  In YAML, it's possible to parse multiple data buffers and to merge them.  The tooling for that is not a part of a YAML specifications.

If we treat the config as just data, then we in the end have a set of definitions that are processed in the second step.  The merging occurs in that step, whence definitions from sub-mods are applied.  At this step, all config data is already parsed, and we have available to us a set of unmerged configuration definitions.  The definitions then need to be applied in descending order to the main configuration.  The definitions thus may refer to whatever was previously defined.  The way this reference is achieved is not through the YAML constructs, but through the reference (e.g. a field, without any special meaning in YAML, called "inheritFrom", which contains an id of the parent definition).

---

Please allow me to note that the specific problem that I'm trying to solve is a very practical one, and it is about extending master mods, and actually any other mods, in a way that eliminates the bulk of the maintenance burden.  I'm working out a solution within the current implementation constraints.

Anywhere a copy-pasting at the level of writing mod files is involved, we get a source of bugs and maintenance burdens.
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XPiratez / Re: Rumors about incompatibility with Brutal-OXCE
« Last post by Juku121 on March 31, 2023, 04:55:51 pm »
So, careful where you throw the 'fair and  square' moniker about. Nothing about Xpz is fair and square, it is not intended to be fair and square, and is balanced around this lack of fairness and squareness.
Way to miss the context of the quote, since that particular part of the comment was not specific to XPZ. The emphasis was on 'even trying to make', not making it fair'n'square. And obviously an AI that can play even roughly as well as a player will make any Piratez campaign very short. This is something both me and pretty much everyone else in the thread has acknowledged, that XPZ will not 'support' BAI without a rework.

That does not mean it cannot or must not be added to Piratez.

As to your preference about ignoring story in favour of mechanistic outcomes....why are you even here then?
To play a strategy game. Or squad-level tactical game, maybe. I have never hidden my personal dislike of turning OXC into an adventure generator. I've always preferred emergent stories in games to predetermined narratives. If I want a good story, I'll read a book.

If you want to duke it out with an equal peer AI using the same non-persistent mooks of equal quality and equal numbers using standardized equipment....why not just play chess?
Because chess has no randomness, nowhere near the complexity of any strategy game, simulates nothing real-world (although abstracts several things) and machines play it far better than me.

In any case, I don't want peer AI and I doubt one is even remotely feasible for Google or OpenAI, never mind one hobbyist. I want AI that doesn't trip over its own feet, and BAI kinda delivers.
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In some sense, yes? But they're different. Sorry, it's a philosophical question, please be more specific. :)
What can you do with one that you can't do with the other, either way?

Yes, it is low-key, as explained in the game for a long time (but it comes relatively late). The obscurity is intended.
Well, we've had this discussion before, so let's leave it at that. I'll just point out that the current early game creates a giant sign pointing to 1999 as the time when something big will happen, yet in reality there might be nothing at all, and this is kinda misleading for any new player.
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The X-Com Files / Re: The final wrench in the cogs!
« Last post by Juku121 on March 31, 2023, 04:39:56 pm »
More info on transformations: yes, would be useful, but we don't have the space... These descriptions are already pushing the limit...
Er, aren't pedia articles scrollable now? What sort of space is missing?
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