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Author Topic: [OLD] Old OXCE discussion thread  (Read 780770 times)

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #330 on: May 12, 2015, 08:36:56 pm »
A minor one: Psi Amp doesn't display "out of range" message when the target is out of range (no buggy behaviour, just no message).

EDIT
Aaaand a major one. This below has happened when I used:
Code: [Select]
  - type: STR_MOLOTOV
    size: 0.05
    costSell: 50
    weight: 3
    bigSprite: 195
    floorSprite: 201
    handSprite: 872
    bulletSprite: 17
    fireSound: 39
    power: 30
    damageType: 2
    damageAlter:
      ToMorale: 30.0
    accuracyAimed: 70
    costAimed:
      time: 45
      energy: 6
    costThrow:
      energy: 6
    clipSize: 1
    battleType: 1
    arcingShot: true
    maxRange: 20
    bulletSpeed: -2
    attraction: 10
    listOrder: 4200

(damageAlter was the modification that caused this)

On the battlescape, the patient is very much alive and even having like 4000+ TUs... :)
« Last Edit: May 12, 2015, 09:31:18 pm by Dioxine »

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #331 on: May 12, 2015, 09:45:35 pm »
how you do get this exactly? Using only this weapon and standard solders I can't reproduce this.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #332 on: May 12, 2015, 09:49:04 pm »
Hmm, maybe it's the patient? She's susceptible to fire:
(nothing special about the Unit, 30 health, 60 bravery, no specabs or stuff like that)

Code: [Select]
 
- type: HUMAN_ARMOR_F4
    spriteSheet: HUM_4.PCK
    spriteInv: HumanFemale4InventoryImage
    spriteFaceGroup: 6
    spriteFaceColor: [94, 94, 96, 96, 97, 160, 162, 163]
    corpseBattle:
      - STR_HUMAN_4_CORPSE_BATTLE
    corpseGeo: STR_GOVT_CORPSE
    frontArmor: 5
    sideArmor: 5
    rearArmor: 5
    underArmor: 5
    damageModifier:
      - 1.0
      - 1.0
      - 1.5
      - 1.0
      - 0.8
      - 1.0
      - 1.0
      - 1.0
      - 1.0
      - 4.0
    loftempsSet: [ 2 ]

This was a result of a direct hit. Some of the other patients died normally, though. ALSO: I was using the debug mode, and the debug mode sometimes produces funny results lately.
« Last Edit: May 12, 2015, 09:50:56 pm by Dioxine »

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #333 on: May 12, 2015, 10:15:00 pm »
btw Psi-amp work fine for me. If you used debug do your solders relay see alien? Units still must obey LOS even if you see everything.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #334 on: May 13, 2015, 12:43:29 am »
New version 2.0:
Update to recent nightly
Breaking change: Psi-Amp use now weapon dropoff and aimRange for attack chance.
Breaking change: Drop support for Regeneration stat in armor.
Inventory screens can now have up to 128 backgrounds.
Unit sprites recolors can now support up to 128 values.
Option for custom change of TU, HP, Energy, Morale or Stun after next turn based on unit stats.
New stat bonus based on stun level of unit.
Option for changing fuse type in granades and flare.
Option for pre-priming granades on map spawn.
Option for dodge chance based on direction of attack.
Oprion for bonus morale recovery when using medkit.
Option for self heal using medikit.


For now I used all primary ideas for changes. I have still some secondary things like custom ranks or custom training facilities.
But for now I open for request. Criteria are simple keep is simple and do not touch UI or Translations :>

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #335 on: May 13, 2015, 12:54:15 am »
Ooooh, pick mine, pick mine!

I was disappointed that each craft weapon slot only supports one item type. I was expecting a list, so for example you could have one slot that only takes guns, another that takes either guns or radar enhancement, and a third one that takes everything. That's how I balanced everything in the FMP Extended project, but now I see it's not viable.

So, is it possible to have such lists for each craft weapon slot?

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #336 on: May 13, 2015, 01:00:47 am »
This is good that you pick my idea :D Only question I have on with side add this list. Weapon slot can accept multiple weapon types or weapon can have fit in multiple weapon types slots.

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #337 on: May 13, 2015, 01:19:36 am »
This is good that you pick my idea :D Only question I have on with side add this list. Weapon slot can accept multiple weapon types or weapon can have fit in multiple weapon types slots.

I don't think a weapon belonging in more than one category is necessary for my purposes, though I can't speak for the entire community. Here's how I'd like to organize the weapons into types:

Cannon: Cannon, Alloy Cannon, Gauss Cannon, Rail Cannon
Beam: Laser Cannon, Plasma Cannon
Light Rocket: Stingray, Stormlance
Heavy Rocket: Avalanche, Fusion Ball
Electronics: Radar Extension (radar range), Radar Res Processor (radar chance), Targeter (bonus accuracy, bonus damage)
Afterburners: Afterburners (bonus acceleration and speed)
Shield: Graviton Shield (20 armor)
Fuel Tank (bonus fuel)
Thrusters (bonus dodge +10%)

And here's the actual table for various planes:



So some slots have a specified item type, some are unspecified, and some (most) have several specified types.
I see no reason to give an item several types, but well, it wouldn't change anything - but it's unnecessary, since you can control it from the slot end.

Offline arrakis69ct

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Re: [EXE] OpenXcom Extended 2.0
« Reply #338 on: May 13, 2015, 01:31:31 am »
I don't think a weapon belonging in more than one category is necessary for my purposes, though I can't speak for the entire community. Here's how I'd like to organize the weapons into types:

Cannon: Cannon, Alloy Cannon, Gauss Cannon, Rail Cannon
Beam: Laser Cannon, Plasma Cannon
Light Rocket: Stingray, Stormlance
Heavy Rocket: Avalanche, Fusion Ball
Electronics: Radar Extension (radar range), Radar Res Processor (radar chance), Targeter (bonus accuracy, bonus damage)
Afterburners: Afterburners (bonus acceleration and speed)
Shield: Graviton Shield (20 armor)
Fuel Tank (bonus fuel)
Thrusters (bonus dodge +10%)

And here's the actual table for various planes:



So some slots have a specified item type, some are unspecified, and some (most) have several specified types.
I see no reason to give an item several types, but well, it wouldn't change anything - but it's unnecessary, since you can control it from the slot end.
If this grow up. Here have a big big big game....

Offline Bloax

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Re: [EXE] OpenXcom Extended 2.0
« Reply #339 on: May 13, 2015, 06:50:47 am »
Quick question: Is "the gym" just a feature in the base or do you actually have to make something to enable it?

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended 2.0
« Reply #340 on: May 13, 2015, 11:59:16 am »
Quick question: Is "the gym" just a feature in the base or do you actually have to make something to enable it?

In my vision, it's a building. And the Range is a building too.

Yes, I know, they take up space. So does the Psi-Lab. But you don't have to use either. And maybe they should have more capacity than 10; I think 20 people should be able to fit into a Psi-Lab, judging from the bettlescape map, and the same is realistic for the other two.

Offline Yankes

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Re: [EXE] OpenXcom Extended 2.0
« Reply #341 on: May 13, 2015, 07:08:58 pm »
Solarius Scorch in next version I will add this.

Bloax "the gym" currently work like psi lab. You need create building that have training slots.

Offline Bloax

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Re: [EXE] OpenXcom Extended 2.0
« Reply #342 on: May 13, 2015, 07:54:20 pm »
Bloax "the gym" currently work like psi lab. You need create building that have training slots.
Is this building pre-defined or do you have to mod it in yourself?
(These things would be quite easy to answer if I didn't want to run the game for the first time on camera.)

Offline Yankes

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Re: [EXE] OpenXcom Extended 2.0
« Reply #343 on: May 13, 2015, 08:35:14 pm »
You need make it yourself, example is available on mod portal: https://www.openxcom.com/mod/oxce-mods
Only problems is that mod is incompatible with current OXC and I need update them to new mod format.

Offline clownagent

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Re: [EXE] OpenXcom Extended
« Reply #344 on: May 15, 2015, 06:58:25 pm »

For now I used all primary ideas for changes. I have still some secondary things like custom ranks or custom training facilities.
But for now I open for request. Criteria are simple keep is simple and do not touch UI or Translations :>

The possibilities of this modification are really awesome.

Since you asked for ideas/suggestions, here are some of my favorites.
1. Make it possible to attack terrain with melee weapons, for example walls. The best would be using the target cursor as for ranged attacks.
2. Allow for two different hit animations for melee weapons dependent on hit or miss. For the sound this is already possible.
3. For special abilities like 'explosion on death' or 'infectious chryssalid attack' define a chance that the special ability takes effect. For example tanks could have a 50% chance of exploding on death.
4. Holded items could modify stats/armor. For example a holded shield could give front armor bonus.
5. Building facilities could consume items from storage. For example building a Gravshield could be possible only if you spend a 'grav module' and 'elerium'.
6. Make it possible to add 32/24 bit images to ufopedia/inventory screen. I know it is not possible for battlescape/geoscape because of shading/lighting problem. However this is not the case for ufopedia/inventory. Even if only ufopedia would accept 32 bit images, modding would be much easier.