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Author Topic: [OLD] Old OXCE discussion thread  (Read 663646 times)

Offline Arthanor

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Re: [EXE] OpenXcom Extended 2.0
« Reply #390 on: May 25, 2015, 04:22:03 pm »
But saying nothing about negative values is kind of misleading. Substract what you brought and not display zeros could work.. I don't know.. and it is certainly beyond my abilities any ways.

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended 2.0
« Reply #391 on: May 25, 2015, 04:32:08 pm »
But saying nothing about negative values is kind of misleading. Substract what you brought and not display zeros could work.. I don't know.. and it is certainly beyond my abilities any ways.

Worry not, you're still better than me. :) It's more about design than coding right now.

Offline Yankes

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Re: [EXE] OpenXcom Extended 2.0
« Reply #392 on: May 25, 2015, 07:07:54 pm »
I think the surrendering mechanic was suggested more for Piratez, where the civilian crews (ex.: GOs, hostesses and engineers) might surrender to avoid getting killed. The more fighty types probably have good enough bravery that they'd hold on and not panic, meaning the crew wouldn't surrender any ways.
I think I could add option for race that can surrender when panicked.

Offline pilot00

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Re: [EXE] OpenXcom Extended 2.0
« Reply #393 on: May 25, 2015, 08:04:01 pm »
I think I could add option for race that can surrender when panicked.

Yeah that would be better to work as an optional as in Psi capture.

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended 2.0
« Reply #394 on: May 25, 2015, 08:12:48 pm »
Adding a boolean "surrenders" line is fine too. Probably best, even though it'll be a pain to add it everywhere. :)

Offline Yankes

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Re: [EXE] OpenXcom Extended 2.0
« Reply #395 on: May 27, 2015, 09:00:00 pm »
New bugfix version (with recent nightly) ready.
I fixed two bug with berserker, first one that prevent unit form shooting and second that allow use of not researched weapons while berserkerking.

Offline pilot00

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Re: [EXE] OpenXcom Extended 2.0
« Reply #396 on: May 28, 2015, 02:57:00 pm »
I should probably start a campaign on this, now that my Piratez is not working. This mod is compatible with the FMP right?
« Last Edit: May 28, 2015, 03:04:50 pm by pilot00 »

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended 2.0
« Reply #397 on: May 28, 2015, 04:12:39 pm »
I should probably start a campaign on this, now that my Piratez is not working. This mod is compatible with the FMP right?

It definitely should be, but the FMP doesn't use the options that OXCE enables. Yet.

So the experience should be the same as vanilla exe really.

Offline pilot00

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Re: [EXE] OpenXcom Extended 2.0
« Reply #398 on: May 28, 2015, 11:10:14 pm »
It definitely should be, but the FMP doesn't use the options that OXCE enables. Yet.

So the experience should be the same as vanilla exe really.

Eh...Drat, back to the drawing bord then... :(

Offline arrakis69ct

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Re: [EXE] OpenXcom Extended 2.0
« Reply #399 on: May 31, 2015, 05:42:43 pm »
It definitely should be, but the FMP doesn't use the options that OXCE enables. Yet.

So the experience should be the same as vanilla exe really.
When a versiĆ³n compatible.

Enviado desde mi ECOO E04 3GB mediante Tapatalk


Offline new_civilian

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Re: [EXE] OpenXcom Extended 2.0
« Reply #400 on: June 04, 2015, 11:28:35 am »
Just a HUGE thanks for this exe-mod! It is incredible what you made here, the training facilities and the ability to self-heal (medi-pack) and all the other things, this is heaven for us modders!  :) I really like the facilties-requirement-thing, it makes chosing different equipment pathes possible ingame, build a laser-lab for laser weapons and a gauss-lab for gauss etc... wow!

fwiw, the readme needs an update (the part about regen when use for items is still in it)
« Last Edit: June 04, 2015, 11:54:28 am by new_civilian »

Offline Yankes

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Re: [EXE] OpenXcom Extended 2.0
« Reply #401 on: June 07, 2015, 09:11:43 pm »
Just a HUGE thanks for this exe-mod! It is incredible what you made here, the training facilities and the ability to self-heal (medi-pack) and all the other things, this is heaven for us modders!  :) I really like the facilties-requirement-thing, it makes chosing different equipment pathes possible ingame, build a laser-lab for laser weapons and a gauss-lab for gauss etc... wow!

fwiw, the readme needs an update (the part about regen when use for items is still in it)
could you be more precise what line in readme need fixing?

Offline new_civilian

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Re: [EXE] OpenXcom Extended
« Reply #402 on: June 10, 2015, 01:08:03 pm »
What I meant is the fact that you dropped the support/feature of regenerating armor stats per turn, but the entries still appear in the armor section of your readme.  :)

Sorry for the late answer, was busy actually playing OpenXcom with your awesome Exe!  ;D

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #403 on: June 10, 2015, 07:38:18 pm »
I drop support for old version. In place of it I added new one with different behavior (in "recovery" node). Hence I added warning about it.
Maybe I need rephrase it to be more clearly.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #404 on: June 11, 2015, 12:44:52 am »
The old "Regeneration" feature is completely useless compared to the new "Recovery" which allows you full control over the recovery of stamina, health, morale, whatever, basing it on whatever formula you want, in any combination.