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Author Topic: [SUGGESTION]Custom Hangar/Craft types  (Read 16234 times)

Offline Flaubert

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Re: [SUGGESTION]Custom Hangar/Craft types
« Reply #45 on: February 02, 2025, 05:57:16 pm »
Great!! Probably it would give maximum versatility though a little more tedious to manage by players.

Do you think a "uniqueID-perBase" should be given to hangars , to make easier the task for the player? Similar to "whole-game" uniqueIds per soldiers or crafts. Not essential for feature but it would be easier for players to know they're allocating "CraftX" -e.g. "Submarine1" in "BaseZ.HangarTypeA.NumberY" -e.g. "Base Penguin- SubmarinePen-2" -than just show a list of "actually-free-allowed" hangar/slots, with no identification.  Though the last could work, it would be more confusing for players IMHO.

It could be implemented in a similar fashion that uniqueIDs -"STR_SOLDIER: N" "STR_CRAFT: M"- but with similar entries per base definition.

Thanks for your work!

Offline WarStalkeR

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Re: [SUGGESTION]Custom Hangar/Craft types
« Reply #46 on: April 30, 2025, 05:38:17 am »
Manual approach (+stupid automatic default where easily possible) is also what I have in mind.
Manual approach requires creation of dedicated UI just for hangar slot management - and this is pretty much main reason, why I avoided it and went with automatic that relies on 'craftSize' (separate custom stat parameter for crafts I've implemented).

Other potential bottlenecks for manual approach are the transfer and manufacture - every time you add new craft to the queue/count, you need to virtually allocate it, in order to check, if the next after it will have space as well.

By the way, my fork source code and commits now can be found here: https://git.soon-tm.info/warstalker/OpenXcomExMore/-/commits/oxce-plus-more (don't ask what happened, as I don't know, because GitHub Support so far says nothing).