aliens

Author Topic: [OLD] Old OXCE discussion thread  (Read 778495 times)

Offline HelmetHair

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Re: [EXE] OpenXcom Extended
« Reply #1155 on: February 07, 2017, 10:42:53 pm »
This is doable already, also in vanilla.
You can define soldier types with higher minimum stats and bigger initial pay/salary.

Yes, but not in a way I find to be mechanically or aesthetically representative of what I am looking for. I cannot define recruitment parameters of soldiers and then recruit soldiers from a single soldier entry. Instead I must add multiple entries or types of soldiers.

I instead would like base the cost of percentile chance of a particular stat category. I could post some clever math about it, but I won't bother if you don't think it is worth it.

thanks

btw, is energy recovery still  initial TU/3?

Online Meridian

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Re: [EXE] OpenXcom Extended
« Reply #1156 on: February 07, 2017, 10:54:06 pm »
Yes, but not in a way I find to be mechanically or aesthetically representative of what I am looking for. I cannot define recruitment parameters of soldiers and then recruit soldiers from a single soldier entry. Instead I must add multiple entries or types of soldiers.

I instead would like base the cost of percentile chance of a particular stat category. I could post some clever math about it, but I won't bother if you don't think it is worth it.

To be honest, I don't understand what you just said at all... like, really don't understand.

If you have just one "entry", then you have just one "price" and one set of (min-max) parameters.
Can you make a few annotated screenshots/mockups to illustrate your ideas? Maybe that could help me understand...

btw, is energy recovery still  initial TU/3?

By default, yes.
But you can override it... PirateZ already changed that long ago for example.

Offline HelmetHair

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Re: [EXE] OpenXcom Extended
« Reply #1157 on: February 08, 2017, 06:54:46 am »
Sure!

It will be tomorrow.

Online Meridian

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Re: [EXE] OpenXcom Extended
« Reply #1158 on: February 08, 2017, 12:17:42 pm »

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #1159 on: February 08, 2017, 08:07:49 pm »
Explosion propagation, overall when you add 10 more damage types it should be refactored to two ifs.

Online Meridian

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Re: [EXE] OpenXcom Extended
« Reply #1160 on: February 08, 2017, 08:10:41 pm »
Explosion propagation, overall when you add 10 more damage types it should be refactored to two ifs.

That's exactly why I asked :)

I was wondering if that "default:" branch is important or if it could return _block[2] as well?

Offline Yankes

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Re: [EXE] OpenXcom Extended
« Reply #1161 on: February 08, 2017, 09:20:15 pm »
That's exactly why I asked :)

I was wondering if that "default:" branch is important or if it could return _block[2] as well?
default probably should be removed, previously it handled not used in this contexts damage types and now when nearly everything use `_block[2]` it lost its meaning.

Offline Biggieboy

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Re: [EXE] OpenXcom Extended
« Reply #1162 on: February 09, 2017, 12:40:31 am »
"You can train your solders basic skills."

How can i do this? Need building? Where is this option?

Online Meridian

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Re: [EXE] OpenXcom Extended
« Reply #1163 on: February 09, 2017, 01:07:54 am »
"You can train your solders basic skills."
How can i do this? Need building? Where is this option?

You can do this by writing your own mini-mod... or using an existing mod which is already doing it.
Yes, you need a building (either new or existing one).
It's not an option.

Offline Biggieboy

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Re: [EXE] OpenXcom Extended
« Reply #1164 on: February 09, 2017, 05:29:40 am »
You can do this by writing your own mini-mod... or using an existing mod which is already doing it.
Yes, you need a building (either new or existing one).
It's not an option.

Sorry can you give me the steps? I load my save from openycom nightly and i dont see building? Whish mod is this? Or need new game?

Thank you!

Online Meridian

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Re: [EXE] OpenXcom Extended
« Reply #1165 on: February 09, 2017, 10:54:20 am »
Or need new game?

No, you can use your existing save.

Which mod is this?

For example "PirateZ" or "X-Com Files" have training facilities.

I load my save from openxcom nightly and i dont see building?

You need OpenXcom Extended (OXCE) or OpenXcom Extended Plus (OXCE+) for this feature; OpenXcom nightly is not enough.

Sorry can you give me the steps?

1. Install OXCE+
2. Write a small mod that adds training capacity for example to living quarters (see OXCE documentation or inspire yourself by mods I listed above)
3. Enable mod

Offline Biggieboy

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Re: [EXE] OpenXcom Extended
« Reply #1166 on: February 09, 2017, 08:36:56 pm »
No, you can use your existing save.

For example "PirateZ" or "X-Com Files" have training facilities.

You need OpenXcom Extended (OXCE) or OpenXcom Extended Plus (OXCE+) for this feature; OpenXcom nightly is not enough.

1. Install OXCE+
2. Write a small mod that adds training capacity for example to living quarters (see OXCE documentation or inspire yourself by mods I listed above)
3. Enable mod

Thank you!

But, OCXE feature this:
1.6:
You can train your solders basic skills.
Aliens weapon types/weapons can have different turn restriction.
You can rename weapon slot names in geoscape craft info.

So, why need other mod for training? Its not inside OCXE?

Online Meridian

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Re: [EXE] OpenXcom Extended
« Reply #1167 on: February 09, 2017, 08:38:58 pm »
I give up.
Somebody else please answer Biggieboy's question...

Offline ohartenstein23

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Re: [EXE] OpenXcom Extended
« Reply #1168 on: February 09, 2017, 08:40:43 pm »
With engine edits, most of what's being added is the possibility to do these things through mods; the mechanics of training soldier stats besides Psi Skill at a base facility are in OXCE, but are not used until a mod defines a facility that uses them.  Examples of mods that do this are Piratez and X-Com Files, since they both run on the OXCE+ engine.  In order to use this feature in the base game, you need to write a small mod that tells the engine you want a facility to train your soldiers.
« Last Edit: February 09, 2017, 08:43:13 pm by ohartenstein23 »

Offline Solarius Scorch

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Re: [EXE] OpenXcom Extended
« Reply #1169 on: February 09, 2017, 08:41:23 pm »
I understood the question as "Do I need OXCE+, or is OXCE enough?". AFAIK this feature is available in OXCE.

If the meaning is something else, then I give up too. :P