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Author Topic: [DONE][Suggestion] Inventory stats - add soldier slot number  (Read 2154 times)

Offline aziza

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Inventory stats - add soldier slot number in the airplane
often need to find the first soldier to plan equipment before the battle  (menu - new battle - too)

Offline Meridian

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Re: [Suggestion] Inventory stats - add soldier slot number
« Reply #1 on: May 18, 2024, 10:19:26 am »
There is no more space on this screen for anything.
Every single pixel is already used for something.
In this case, for psi stats.

PS: in 30 years of playing xcom, I never had a problem "finding" the first soldier... it's the first one shown after opening the screen

Offline aziza

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Re: [Suggestion] Inventory stats - add soldier slot number
« Reply #2 on: May 18, 2024, 11:36:30 am »
it's the first one shown after opening the screen

oh really?
press the right arrow button 7 times, what now?

PS: in 30 years of playing xcom, I never had a problem "finding" the first soldier...

then try to complete a vanilla ironman game with BOXCE
« Last Edit: May 18, 2024, 11:43:42 am by aziza »

Offline Delian

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Re: [Suggestion] Inventory stats - add soldier slot number
« Reply #3 on: May 18, 2024, 06:20:14 pm »
Personally, I do find it a bit annoying that there's no way to figure out which (at a glance) soldier you're currently equipping. For instance, in xcomapoc, you always have a list of soldiers on the right, so you're able to easily select specific soldiers. Move a piece of armor from the 8th to the 5th. Move a grenade from the 3rd to the 7th, etc.

So what I do in OXCE is, I put a number at the end of a soldier name lol. Uber1, Uber2, Uber3... ::)

Offline psavola

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Re: [Suggestion] Inventory stats - add soldier slot number
« Reply #4 on: May 18, 2024, 07:07:22 pm »
I kind of sympathize with this request, because if you do the soldier equipping only after the mission briefing (i.e. not already in the base), you may very well lose track which soldiers were in the first row or so and prepare accordingly (if you don't distinguish them in some other manner, for example by putting on a different armor). And you can't go back and redo this like Meridian suggested. But if there is no space to make this available, there is no space, end of story.

I suppose this mostly affects vanilla. Many mods have so many special soldier types which you usually sort out as going out first (e.g. in XCF rats and dogs) and you can use those to navigate which soldiers were the first ones to deploy.

Offline zRrr

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Re: [Suggestion] Inventory stats - add soldier slot number
« Reply #5 on: May 19, 2024, 03:30:58 pm »
My guess is high casualities. Who cares, what stats or name Rookie McRookieface has, it is first and last time they go on mission anyway :)

So, here is some lazy modding: buy tickets, put on craft, equip on soldier to see what's their spawn order. Spawn order means that tanks go first and take a number, and if you use custom deployment layout, this will probably not work for you. Tickets also double as electroflares.

Edit 25/05/2024:

Why settle for number, when you can have a map?
« Last Edit: May 25, 2024, 06:32:39 pm by zRrr »

Offline Meridian

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Re: [DONE][Suggestion] Inventory stats - add soldier slot number
« Reply #6 on: August 13, 2024, 02:24:40 pm »
Done.

Can be enabled using a hidden option in `options.cfg`:

Code: [Select]
  oxceInventoryShowUnitSlot: true

Since there was no place for it anymore, I put on top of the paperdoll.
You can change the position to whatever you want using ruleset:

Code: [Select]
interfaces:
  - type: inventory
    elements:
      - id: textSlot
        color: 64
        color2: 16
        pos: [65, 95]
        size: [70, 9]

Offline Delian

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Re: [DONE][Suggestion] Inventory stats - add soldier slot number
« Reply #7 on: August 13, 2024, 03:15:50 pm »
Could I just make it a position/total like this?

Offline Meridian

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Re: [DONE][Suggestion] Inventory stats - add soldier slot number
« Reply #8 on: August 13, 2024, 03:22:56 pm »
You can make the position.
You can't make the total.

Related translation entry:

Code: [Select]
  STR_SLOT: "Slot>{ALT}{0}"
« Last Edit: August 13, 2024, 03:29:53 pm by Meridian »

Offline Delian

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Re: [DONE][Suggestion] Inventory stats - add soldier slot number
« Reply #9 on: August 13, 2024, 03:35:28 pm »
Ok. Thanks

Offline Meridian

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Re: [DONE][Suggestion] Inventory stats - add soldier slot number
« Reply #10 on: August 14, 2024, 08:43:22 am »
You can now display total (=craft capacity) too.

Code: [Select]
  STR_SLOT: "{0}/{1}"
« Last Edit: August 14, 2024, 08:45:30 am by Meridian »

Offline Delian

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Re: [DONE][Suggestion] Inventory stats - add soldier slot number
« Reply #11 on: August 14, 2024, 12:23:22 pm »
Hmm. The craft capacity... does that play well with large units? If I have 8 capacity and I bring 2 large units, I think it should show 2/2 instead of 2/8.

Anyway, it looks perfect in XPZ. Well, due to font difference, vanilla users (and perhaps some other mods) would have to set textName position 1 pixel lower for the slot not to clash with unit name, assuming they'd want to add the position there.

Offline Meridian

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Re: [DONE][Suggestion] Inventory stats - add soldier slot number
« Reply #12 on: August 14, 2024, 01:20:16 pm »
If you bring 2 large units on a Skyranger, the first one shows 1/14 and the second shows 5/14 (assuming they have inventory enabled of course).

The OP explicitly wanted to show the unit slot number, not the unit sequence number.
« Last Edit: August 14, 2024, 04:10:12 pm by Meridian »

Offline Delian

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Re: [DONE][Suggestion] Inventory stats - add soldier slot number
« Reply #13 on: August 14, 2024, 02:25:12 pm »
Yeah, that's fine.