aliens

Author Topic: [OLD] Old OXCE discussion thread  (Read 780616 times)

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #795 on: May 31, 2016, 11:44:52 pm »
25edd7b is 2nd of January, right?
I'll wait a bit more then, still 6 more months to merge :/

EDIT: also to your attention: https://github.com/stiansel/OpenXcom/commit/b8a94c8c581d6a804c9307b18168cb3f476ed739
Do you have some commit from master that are you interested in? I will for now keep away from commit with AI changes because I will need rewriting my changes to fit new system (it could be trivial or it could be hard). I could grab bit more commits if they merge smoothly.

That's great news! There's a number of features that would be really useful for Piratez or X-Com Files:
- Soldier Diaries
- spawning UFO by mission
- destroyItem command
- defining waypoints (if possible, by soldier stats too)
Right now only Soldier Diaries are in. For rest I need check, "destroyItem" is not because its recent commit and I'm now around 300 commits behind (down form 800).

Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [EXE] OpenXcom Extended
« Reply #796 on: June 02, 2016, 10:40:05 am »
Another question regarding custom psi attacks... the accuracyBonus. What are the defaults for Mind Control and Panic, so I could fine-tune the special attack accuracy?

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #797 on: June 02, 2016, 09:55:42 pm »
Psi have 4 bonuses:
Code: [Select]
accuracyUse: 0
accuracyMindControl: 0
accuracyPanic: 20
accuracyMultiplier:
  psi: 0.02
One special case is that psi add `accuracyMultiplier` instead of multiplying it. `accuracyUse` is accuracy of special attack.
Another part of equation is defense in armor:
Code: [Select]
psiDefence:
  psiSkill: 0.2
  psiStrength: 1
On top of that is fixed bonus of 30 for defense value, distance penalty (1 power per square, can be changed by `dropoff` and `aimRange`).
And finally random chance of 0 to 55 added to attack.
Now after all of this we subtract attack from defense and we have number greater than than zero then attack succeeded.

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #798 on: June 25, 2016, 12:08:23 am »
New version 3.0 is ready (based on 2016-01-02 nightly)

Backported game machanic changes from Meridian OXCE+.
Fix stun damage calculation and add random for random option for final stats change by damage.
Refactored script handling.
Script support in reaction atack chance calculations.
Some light handling improvments.
New recolr and replace script graphic option for items.
Option for global events shared by scripts.
Custom tags that have user defined values.


Scripts was improved a lot compared to previous version. First part of game engine that was exposed to script is reaction handling.
You can made unit immune to reaction shoots or reaction shoots have lesser chance to happens if unit is far away.

In next version I plan expose unit damage, visibility and allow do custom actions on turn end.

Offline begri

  • Sergeant
  • **
  • Posts: 41
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #799 on: June 25, 2016, 10:46:39 am »
Can someone make the extended version on Android?

Gesendet von meinem SM-T800 mit Tapatalk


Offline Dioxine

  • Commander
  • *****
  • Posts: 5458
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [EXE] OpenXcom Extended
« Reply #800 on: June 25, 2016, 12:39:16 pm »
Finally! Awesome!  Grr and I can't really work on the mod now! :) Does your build include all the latest Meridian's changes? Or is it just 'base' and we have to wait for Meridian to make his own build with all non-mechanic extras?

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #801 on: June 25, 2016, 02:11:38 pm »
Finally! Awesome!  Grr and I can't really work on the mod now! :) Does your build include all the latest Meridian's changes? Or is it just 'base' and we have to wait for Meridian to make his own build with all non-mechanic extras?
I steal only game mechanic changes from Meridian (if I miss some I will include in bug fix release).


In some time I will prepare tutorial how to use my scripts and what possibilities are.

Offline Vesparco

  • Sergeant
  • **
  • Posts: 49
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #802 on: June 28, 2016, 02:12:11 am »
Hi there,

I'm hurting my head with an idea to work on and I have to point out a feature/request that may be interesting.

In the new ruleset for facilities, could it be implemente an oposite of the following rule?
    "requiresBaseFunc: [ ]   #List of custom IDs that are require to build this building in base."

My idea is:
    "ForbiddenbyBaseFunc: [ ]   #List of custom IDs that forbids the building of this building in base."

What are the advantages of having this functionality:
  • Wonder facilities: facilities that exclude others or limit their construction to one for each base
  • Divergent base evolutions: Which could enable the specialization of bases, giving flavouring to each base and
  • Content restriction: Which helps to provide balance in overhuge and overwhelming mods with a lot of content

I am working on a mod for XPiratez and having this functionality changes heavily the way in which I should approach the issue.

Here's a hint:
https://www.youtube.com/watch?v=BGi6Q1pNbS0


Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [EXE] OpenXcom Extended
« Reply #803 on: June 28, 2016, 07:19:56 pm »
Yeah, this looks like a very useful thing. One building per base mechanics would have its perks!

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #804 on: June 28, 2016, 07:27:32 pm »
I probably could add it, right now I don't see any possible complication that it could cause.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9101
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #805 on: June 28, 2016, 07:53:47 pm »
So, if for example A forbids B... I can just build B first and then A. How are you gonna stop me?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11730
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [EXE] OpenXcom Extended
« Reply #806 on: June 28, 2016, 10:18:37 pm »
So, if for example A forbids B... I can just build B first and then A. How are you gonna stop me?

Give both the same prevention condition and also make them both cause the condition?

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #807 on: June 28, 2016, 10:37:09 pm »
Give both the same prevention condition and also make them both cause the condition?
Then it should be "unique" instead of "forbid".

Offline Vesparco

  • Sergeant
  • **
  • Posts: 49
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #808 on: June 29, 2016, 02:14:24 am »
That depends if you can define multiple "cases" with forbid (as with the example of the requirements of the "study" facility in Piratez extended).

Also important, it depends if a building under construction already gives its trait for such case (forbidding), otherwise you have a hole in the method.

As pointed out by Solarius, if you give facilities a trait of "unique" and at the same time they forbid themselves if the trait "unique" already is given by another facility in the base, you have a unique facility. If some facilities share the same approach, then is a "choose one facility".

BUT (big but), if you also start branding other facilities with a common trait (let's say, branchA) and you forbid them with another one (branchB), you can segregate "families" of facilities, forcing the specialization.

in such conditions you could define "common", "branchA", "branchB".

in terms of game mechanics, you could recycle the system in each branch to your will, isolating their behavior with the rest of the game.

As this last statement is kind of gray I put the idea I've been going around theses days.

"Casino Base".

One unique barrack with space for X people, Y storage and Z work spaces. Branded "unique" and "BranchB". (business HQ). It is the start of the branch and that inmediately forbids "BranchA".
Everything that does go with the flow and breaks the mechanics go branded "branchA", including workshops, quarters and stores.
- Storage becomes dedicated to storing a merchandise or HWP called "Criminal roller" (not transferable). Each give and income but occupies 1 point of storage. Dedicated facilities gives more storage (accommodations).
- Manufacturing becomes specialized, it creates this "merchandise" or transforms other materials. I can use the quantity of "merchandise" to set a minimum value in order to be able to do other stuff. Additional facilities give more manufacturing options, all of them under margins of "control" thanks on the limitation on workshop space (the cash cow can't skyrocket unexpectedly). Additional facilities gives additional manufacturing projects (taverns, variety shows, safe depots, racing garage, parking slot, underground arena, Supervillain comms room,etc). You can tier them, you can bind them by research or by requiring another room trait (sky is the limit).
- Living space becomes a tradeoff, If the base is under attack you need soldiers but the quantity and their equipment impacts on the revenue given by the "merchandise" and the runts working in the projects. Having the merchandise going around during assaults (if HWP) could go directly into a monetary and score loss.

Sickly conceived, yes, I know. But this opens a lot of gameplay options for everyone to conceive  ;D




Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: [EXE] OpenXcom Extended
« Reply #809 on: June 29, 2016, 08:00:25 pm »
After some thoughts I come to conclusion that this property should prevent building other buildings.
If you list some base functionality on forbid list then when this building is build you can't build any building that provide that functionality.
In case if you already have that functionality in base, you can't place building with it on forbid list.