Author Topic: [OLD] Old OXCE discussion thread  (Read 781090 times)

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #240 on: April 04, 2015, 11:23:49 pm »
1 yes

Yes hundred or yes hunderd? :P

2 this is what damage resistance in armor is used when you do damage form that weapon.
Polish: Angielski to trudna jezyka :D Ogolnie to ten stat sluzy do wybierania ktory rezist z armoru uzywamy podczas obliczania redukcji obrazen.
`damageType` ustawia to oraz tez inne staty ataku, moza powiedziec ze sluzy do ladowania wartosci domyslnych, ten stat zmienia to jedno tylko.

OK, now it's clear. Thanks!

[ps]
btw thanks for fixes, I will apply them in next update.

No problem. I'll post the update when the hundred/hunderd thing is resolved.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #241 on: April 05, 2015, 02:46:58 am »

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #242 on: April 05, 2015, 03:27:51 am »
Why thank you, good sir. :)

Offline Hobbes

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Re: [EXE] OpenXcom Extended
« Reply #243 on: April 09, 2015, 01:37:25 pm »
Yankes, have you considered adding additional ranks for XCom soldiers? I was looking at the rank list yesterday and thought that it would be nice to have some additional ranks to fill the gaps:

Commander
Colonel
Major (insignia is the current one of Captain)
Captain
Lieutenant
Sergeant
Corporal
Squaddie
Rookie

This would require some change to the .EXE for the promotion requirements.

Offline robin

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Re: [EXE] OpenXcom Extended
« Reply #244 on: April 09, 2015, 02:00:19 pm »
Yankes, have you considered adding additional ranks for XCom soldiers? I was looking at the rank list yesterday and thought that it would be nice to have some additional ranks to fill the gaps:

Commander
Colonel
Major (insignia is the current one of Captain)
Captain
Lieutenant
Sergeant
Corporal
Squaddie
Rookie

This would require some change to the .EXE for the promotion requirements.
I once though about hijacking those to implement portraits for agents.

Offline DoxaLogos (JG)

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Re: [EXE] OpenXcom Extended
« Reply #245 on: April 09, 2015, 03:22:04 pm »
Pretty sweet those ranks!

Offline Hobbes

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Re: [EXE] OpenXcom Extended
« Reply #246 on: April 09, 2015, 03:37:52 pm »
I made those with some quick copy/paste.

I wish there was a better rank insignia for Commander. I never figured what the current one means, I assume it's a skull but it is weird looking.

Offline robin

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Re: [EXE] OpenXcom Extended
« Reply #247 on: April 09, 2015, 03:52:41 pm »
The badges where likely made when the enemy was still unknown so they just made a weird-looking skull to represent an alien skull. If a skull is symbol of death, that would mean "alien death" :P

Offline Warboy1982

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Re: [EXE] OpenXcom Extended
« Reply #248 on: April 09, 2015, 04:58:48 pm »
50% skull, 50% mushroom cloud, 100% badass.

Offline ivandogovich

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Re: [EXE] OpenXcom Extended
« Reply #249 on: April 09, 2015, 05:01:15 pm »
Just to complete the derailment of this topic, the Commander's rank often strikes me a bit overly phallic.

Offline robin

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Re: [EXE] OpenXcom Extended
« Reply #250 on: April 09, 2015, 05:19:58 pm »
Just to complete the derailment of this topic, the Commander's rank often strikes me a bit overly phallic.
Well then I wouldn't stare too much at the Colonel one if I were you..

Offline Hobbes

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Re: [EXE] OpenXcom Extended
« Reply #251 on: April 09, 2015, 05:38:25 pm »
Just to complete the derailment of this topic, the Commander's rank often strikes me a bit overly phallic.

Wait until you see the General or Marshal ones...

Offline Meridian

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Re: [EXE] OpenXcom Extended
« Reply #252 on: April 09, 2015, 05:58:51 pm »
Commander
Colonel

The commander one looks like Rio Jesus with fly-like eyes and a hoodie.
The colonel one looks like Irokese Harry Potter about to cast Avada Kedavra with both hands simultaneously.

No, I am not intoxicated.

Offline DoxaLogos (JG)

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Re: [EXE] OpenXcom Extended
« Reply #253 on: April 09, 2015, 06:45:56 pm »
Wait until you see the General or Marshal ones...

Good grief... I'm not sure I want to see that :)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #254 on: April 09, 2015, 07:53:38 pm »
Yankes, have you considered adding additional ranks for XCom soldiers? I was looking at the rank list yesterday and thought that it would be nice to have some additional ranks to fill the gaps:

This would require some change to the .EXE for the promotion requirements.
Hard to say, I didn't touch this code to say if it will be hard or easy to do. Only one thing I recall that could be problematic is morale bonuses given by ranks.
I can put it on "far" todo list because right now I have some things planed.

BTW
Today or tomorrow I will publish new version, two main features will be physical training options (based on old WarBoy patch) and control over weapon turn restriction for aliens (contributed by redv).