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Author Topic: [OLD] Old OXCE discussion thread  (Read 675372 times)

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #285 on: April 19, 2015, 05:08:35 pm »
You better should answer my dilemma with second stage missions ;P

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #286 on: April 19, 2015, 05:29:52 pm »
You better should answer my dilemma with second stage missions ;P

I don't have strong opinions on two-stage missions. More modding options is always good, but I personally don't think it's very urgent.

Offline SIMON BAILIE

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Re: [EXE] OpenXcom Extended
« Reply #287 on: April 20, 2015, 11:21:15 pm »
Just tried v1.8 of OPXCE on my current game involving "ufo redux" but the same thing happens when I had tried v1.7 of OPXCE. The game freezes during the hidden movement phase after my first turn and won't reach the start of my second turn. Any idea what's going on here? I was looking forward to trying the craft 4 weapon loadout, training room facility and my own mod acid bomb. Thanks in advance.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #288 on: April 20, 2015, 11:24:49 pm »
If you switch to normal version every thing work fine? If yes then its my fault. What version of Redux you use?

Offline SIMON BAILIE

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Re: [EXE] OpenXcom Extended
« Reply #289 on: April 20, 2015, 11:52:57 pm »
redux version 0.5

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #290 on: April 21, 2015, 06:29:22 pm »
I find source of bug, today I will probably make new version.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #291 on: April 21, 2015, 08:22:14 pm »
Fixed version is ready, SIMON can you test that is every thing right? I could not test your save because of 20+ mods you have :D

[ps]
I updated to recent nightly too.

Offline SIMON BAILIE

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Re: [EXE] OpenXcom Extended
« Reply #292 on: April 22, 2015, 12:28:06 am »
I've given v1.8a a test run there on my current game and seems to run okay as I was able to do a sectoid/floater medium scout except for the base screens, they look pixelled, see attachments. Probably something very minor. Wud it be something to do with options I've enabled? One final point I wud like to know is when u get psionic training does that mean there wud be a choice of 4 buttons in the soldier screen ie: memorial, training, psionic and cancel. Still originally based off nightly of 2015-04-18 1150.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #293 on: April 22, 2015, 12:30:39 am »
I updated to 21.04.2015 It have some big refactoring that could break palettes.
And about buttons, yes 4 buttons will appear.

Offline SIMON BAILIE

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Re: [EXE] OpenXcom Extended
« Reply #294 on: April 22, 2015, 01:29:38 am »
Just tested there with latest nightly (21 April) and everything seems grand but since I'm in the middle of doing the merc base atm, I'll start playing my current game fr OPXCE 1.8a and nightly 2015-04-21 after I hopefully complete the mission. Thanks again for all ur help, the soldier screen with 4 buttons looks excellent.

Offline SIMON BAILIE

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Re: [EXE] OpenXcom Extended
« Reply #295 on: April 25, 2015, 02:27:59 am »
Thoroughly enjoying this addition to my current game and I was wondering, as I have checked everywhere I can think of, what exactly are the increases that your troops get from the training room mod, is there somewhere I can read up on what a troop gets every month to what stat?

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #296 on: April 25, 2015, 03:02:11 am »
Change of stats is not tracked.

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #297 on: April 26, 2015, 04:38:23 pm »
New version ready.

Changes:
Options for customizing retaliation mission after shooting down ufo.
Options for adding custom dodge chance or unit psi defence.

Right now you can easy dodge attack from behind, I was thinking about some penalty for that.
One example of this would be linear drop of you dodge when attack direction is closer to back, e.g.:

Code: [Select]
        dodge
Front:  100
        75
Side:   50
        25
Back:   0

Or less linear

Code: [Select]
        dodge
Front:  100
        100
Side:   75
        50
Back:   0

Or something completely different?


Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #298 on: April 26, 2015, 07:13:47 pm »
Yeah, definitely should be penalized. Actually, it should only work against enemies the unit can see. (Except melee maybe.) (Actually, maybe it would be best to allow dodge an attack coming from outside the seen area, since we can always set it to 0 anyway.)

Offline Bloax

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Re: [EXE] OpenXcom Extended
« Reply #299 on: April 26, 2015, 10:59:42 pm »
Code: [Select]
        dodge
Front:  100
        80
Side:   70
        50
Back:   33
Unless all fights take place in an airless vacuum then noise would still give a hint of danger.
Your chances of dodging are low, since you know neither the trajectory, speed nor the exact direction of the attack, but it's still there.