Author Topic: [OLD] Old OXCE discussion thread  (Read 779237 times)

Offline Jo5hua

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Re: [EXE] OpenXcom Extended
« Reply #420 on: June 12, 2015, 09:56:00 pm »
https://www.openxcom.com/mod/openxcom-extended

It is working now, sorry for the inconvenience. All is good now :)

Online Yankes

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Re: [EXE] OpenXcom Extended
« Reply #421 on: June 12, 2015, 10:43:28 pm »
thanks for fixing this :)

Offline alinare

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Doubts resolved openxcom extended
« Reply #422 on: June 13, 2015, 12:39:19 pm »
Thank you so much. All works perfectly. Great job. :)

Online Yankes

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Re: [EXE] OpenXcom Extended
« Reply #423 on: June 14, 2015, 09:08:52 pm »
New version 2.2:
Option for custom sound and animation for miss attack and psi weapons.


S*** I hit message length limit in first post :/ I need think how best handle this now.

Offline new_civilian

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Re: [EXE] OpenXcom Extended
« Reply #424 on: June 15, 2015, 11:49:52 am »
Awesome!  8)

One minor thing though:

I could not get the recovery thing to work, the game exe complained about an operator working on a scalar or something.

My setup looked like this:

armors:
...
-STR_JustSomething_quick
   -recovery:
        health: 10.0
...

Sorry I do not have the full text I typed this from memory...  :P

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #425 on: June 15, 2015, 03:59:16 pm »
You're missing one step here. You have specified the recovery rate, but not what you want to be recovered. The code should look like this:

Code: [Select]
    recovery:
      stun:
        health: 0.1
      stamina:
        health: 0.1

It means, line by line:
- Recovery procedure initiation
- I want Stun to be recovered each turn.
- The rate should be 10% of soldier's Health stat.
- I also want Stamina to be recovered.
- At the same rate.

If you want a fixed rate of ten, you can use:
flatHundred: 0.1 (instead of Health)
« Last Edit: June 15, 2015, 04:01:19 pm by Dioxine »

Offline new_civilian

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Re: [EXE] OpenXcom Extended
« Reply #426 on: June 16, 2015, 12:39:35 pm »
Oh, ok, now I see! Many thanks for the explanation.  :)



edit one day later: Ooooooh it works! Now my Universal Soldiers can automatically heal  ;D ;D

Again: Many thanks for this exe, it is just awesome!
« Last Edit: June 17, 2015, 12:50:18 pm by new_civilian »

Offline new_civilian

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Re: [EXE] OpenXcom Extended
« Reply #427 on: June 29, 2015, 02:43:32 pm »
Btw, now after seeing and liking the new training facilities: What about Med-Bays?  :)

Warboy released (some years ago) an OpenXcom version that had those (along with armed police-civilians). Just halving the required time to heal a unit would be awesome, it doesn't need to be an instantaneous recovery.

Apart from that: I just realized that your exe replaced the original openxcom exe releases for me. I no longer check the nightlies, only your mod.  :)

Online Yankes

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Re: [EXE] OpenXcom Extended
« Reply #428 on: June 30, 2015, 07:23:12 pm »
right now I don't have any plans to do medbays.

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #429 on: July 02, 2015, 05:53:09 pm »
Seems the retaliation against melee attacks got disabled in OXCom somewhere along the way (ie melee attacks do not provoke opportunity fire anymore). Is it posible to re-enable it?

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Re: [EXE] OpenXcom Extended
« Reply #430 on: July 02, 2015, 06:41:13 pm »
Probably yes, Warboy comment it out and I can simply revert it. But question is how manage it. Made it always enable/Global toggle/Per weapon toggle?

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #431 on: July 02, 2015, 07:46:11 pm »
In my opinion it makes no sense when melee attacks can't be retaliated against, so I'd re-enable it across the board. I can't imagine anyone not wanting this... but then again, maybe someone would? It feels like a cheat.

Offline Arthanor

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Re: [EXE] OpenXcom Extended
« Reply #432 on: July 02, 2015, 09:05:38 pm »
Why was it changed? I think I remember stun rods not triggering reactions in UFO (miss, miss, step aside and die was pretty common..) Did melee not trigger reaction in TftD either? Can't remember that one..

If it didn't in TftD, that would be a case of "staying true to the original" (however unrealistic), and maybe global toggle would be warranted. I can't really think of a situation where weapon toggle really makes sense.

Online Yankes

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Re: [EXE] OpenXcom Extended
« Reply #433 on: July 07, 2015, 01:43:29 am »
New Version 2.3:
Option for defining percent of all action cost stats. Old use of `flatPrime` and `flatThrow` is deprecated.
Facilities can now require items to build.
Medikit can now be used without UI and can use `hitSound`.


Today version is sponsored by `sed` command scripts that allow remove multiple lines from text file.

Next version will probably have:
- melee reaction
- fixed weapon visible
- optional research items

After that I have possible plans:
- melee tile attack
- scripts
- flash lights of guns muzzle and explosions
- ammo for all items
- 1 bullet handling

Offline Dioxine

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Re: [EXE] OpenXcom Extended
« Reply #434 on: July 07, 2015, 08:40:15 pm »
I don't know if it's has been fixed already, using 2.2A. Double detonations.
- Sometimes, explosives detonate twice, causing double damage
- Would it be possible to define the number of detonations for an explosive (item-per-item basis)?