Author Topic: [OLD] Old OXCE discussion thread  (Read 676557 times)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #195 on: December 17, 2014, 10:11:00 pm »
It will be hard, I change many thing to made my stuff work, and another thing is that Warboy didn't like to maintain code that go in opposite direction that goal of OXC.
This separation is positive because I could go further than basic codebase would allow. Another thing is if I f*** up and destabilize code then only my mod would be abandon. If it was master branch then that could kill whole project, because every one depend on that its work properly.

Offline Warboy1982

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Re: [EXE] OpenXcom Extended
« Reply #196 on: December 18, 2014, 06:41:46 am »
wow, that's a really good rationale.
« Last Edit: December 18, 2014, 09:49:26 am by Warboy1982 »

Offline bladum

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Re: [EXE] OpenXcom Extended
« Reply #197 on: December 18, 2014, 02:05:03 pm »
Thanks for detailed explanation about extended version.

I wonder can we then create "external version" that main goal would be NOT adding more functionality to the source code but move hardcoded stuff to the ruleset so moders could change it. This would be then integrated to vanilla version without break down compatibility. This also would need to have fresh documentation updated on regular bases in the wiki.

Try to rename STR_BATTLESHIP to something and it will break game on retaliation mission for example. Instead of this other ship could be used or even a list of ships to pick one randomly. Battleship is very strong and have big crew. Imagine terror ship that is easy to destroy but has very large crew during attack. This small change would actually bring value to the game to use low tier defense facilities once again.

Tom
« Last Edit: December 18, 2014, 02:08:59 pm by bladum »

Offline bladum

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Re: [EXE] OpenXcom Extended
« Reply #198 on: December 18, 2014, 10:56:45 pm »
Now back to extended version....  feel free to implement it or. I just post ideas that might have nice value to moders.

In "UFO Trajectories" there are waypoints defined as [zone, altitude, speed]

Altitude means:
0 - Ground
1 - Very Low
2 - Low
3 - High
4 - Very High

Would be nice to have also
-1 - Force crash of UFO just like it was shot down, as this might be useful. Something similar was implemented in Ufo Extender i think... force some Scouts to crash randomly. 
5 - leave Earth orbit and ends this mission without score for alien. I mean not just this UFO but all future UFOs from this mission.

Would be nice to have also one more parameter [zone, altitude, speed, chanceToSkip] with default value of 0. For example harvest mission could land once, twice or never. That would enhance player experience even in vanilla game.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #199 on: December 19, 2014, 02:19:45 am »
New version uploaded.

3 changes:

Option for Ufo2000 damage type (you can damage armor even with weak shoots).
Bonus to Accuracy/Damage/Melee hit chance be based on most of unit basic stats.
Psi-amp can now cause direct damage, you can crate fireball, pyrokinetic or psistorm attack (Alien could do it too).

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #200 on: February 07, 2015, 08:27:26 pm »
Psi-Amp MK2 ready :)

New update (one drawback its based on 10-01-2015 nightly, in next week I will update it to recent version)

All items can now consume unit energy when used, all attacks type have separate property similar to TU cost.
MC and Panic and special psi attack can have different cost (in TU and Energy). You can change basic bonus to psi attack per type.
Throw can have accuracy, and now require healthy hand to throw.
Is possible to turn of MC or Panic attack form Psi-amp.
All items can have (or not) psi skill requirement.

Offline kikimoristan

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Re: [EXE] OpenXcom Extended
« Reply #201 on: February 10, 2015, 12:00:33 pm »
Psi-Amp MK2 ready :)

New update (one drawback its based on 10-01-2015 nightly, in next week I will update it to recent version)

All items can now consume unit energy when used, all attacks type have separate property similar to TU cost.
MC and Panic and special psi attack can have different cost (in TU and Energy). You can change basic bonus to psi attack per type.
Throw can have accuracy, and now require healthy hand to throw.
Is possible to turn of MC or Panic attack form Psi-amp.
All items can have (or not) psi skill requirement.

I just tried it and seems to be crashing when psi is used either by aliens or by xcom. This is with last version. You can test it using base defense mode battle.
« Last Edit: February 10, 2015, 05:25:10 pm by tollworkout »

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #202 on: February 10, 2015, 06:52:25 pm »
Ok I find some bugs, I will fix them.

[ps]

I find only bug with doors, psi attacks work fine, what version of OXC did you use for base? Remember that I did not yet update it to latest nightly.
Do you add some custom ruleset that could break my mod?
« Last Edit: February 10, 2015, 07:19:13 pm by Yankes »

Offline kikimoristan

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Re: [EXE] OpenXcom Extended
« Reply #203 on: February 11, 2015, 01:39:28 am »
Is possible  I may have upgraded over the latest nightly then to extended :/

lemme try again

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #204 on: February 15, 2015, 09:03:17 pm »
Extended version is up to date with nightly now (2015-02-15).

btw tollworkout, do you have still this bug?

Offline kikimoristan

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Re: [EXE] OpenXcom Extended
« Reply #205 on: February 15, 2015, 09:47:02 pm »
is working fine NO more problems. i tried all types of default psionics i tied mind controling debug base defense terror missions with mods etc . works fine. :D

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #206 on: February 16, 2015, 01:19:56 am »
good :)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #207 on: February 22, 2015, 06:28:26 pm »
Another update

Version based on 2015-02-22 nightly.

Armor can change overkill damage threshold.

Stats bonus can calculate polynomial from values. This will allow for no linear relation between bonus and basic stat value.
Right now supported is square and cube of value.

Stats bonus can access curret hp, energy, tu and morale.
Tou can add penalty for low morale to accuracy.

Offline kikimoristan

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Re: [EXE] OpenXcom Extended
« Reply #208 on: March 02, 2015, 09:11:34 am »
yankes can you upload you binary to the forum seems mods is down for time being. I wanted to test out this ruleset i was thinking of building based on your changes.

Offline Yankes

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