aliens

Author Topic: Changelog + Old OXCE+ discussion thread  (Read 354257 times)

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6609
  • OXCE developer
    • View Profile
    • My Wiki
Re: Meridian's resources and mods for X-PirateZ
« Reply #870 on: October 27, 2016, 11:54:44 pm »
New version is up.

2016-10-27
 + Bug-hunt mode support, more info: https://openxcom.org/forum/index.php/topic,4997.msg73330.html#msg73330
 + More options for surrender mode, more info: https://openxcom.org/forum/index.php/topic,4997.msg73308.html#msg73308
 + Added minShade and maxShade to alien deployments, more info: https://openxcom.org/forum/index.php/topic,4830.msg73290.html#msg73290
 + Considering also medals awarded to dead soldiers

Download: https://drive.google.com/open?id=0B8itkFQbhj-YOW5ETzJsaHl3eUU

PS: it is recommended to upgrade when you are in the Geoscape, not during a battle.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 9899
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Meridian's resources and mods for X-PirateZ
« Reply #871 on: October 28, 2016, 09:20:58 pm »
Thanks! I can't wait to try it out.
« Last Edit: October 28, 2016, 09:23:03 pm by Solarius Scorch »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6609
  • OXCE developer
    • View Profile
    • My Wiki
Re: Meridian's resources and mods for X-PirateZ
« Reply #872 on: October 31, 2016, 07:36:20 pm »
New version is up.

2016-10-31
 + Items can now be limited to certain inventory slots only, more info: https://openxcom.org/forum/index.php/topic,5011.msg73480.html#msg73480
 + Fixed 2 major bugs in surrender mode

Download: https://drive.google.com/open?id=0B8itkFQbhj-YTC1xeFRobFNvR3M

Offline Eddie

  • Commander
  • *****
  • Posts: 548
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #873 on: October 31, 2016, 09:21:20 pm »
I have a small request: Can the magnitude of bonuses the pilots give be made changeable through the ruleset file? I'd like to lower the dodge and accuracy on my pilots a little. Like max dodge bonus right now is 27, and I want to lower it to 20 or something.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6609
  • OXCE developer
    • View Profile
    • My Wiki
Re: Meridian's resources and mods for X-PirateZ
« Reply #874 on: October 31, 2016, 09:26:12 pm »
Easy solution is just to take less skilled pilots  :P

But I'll have a look, if it can be externalized easily...

Offline Dioxine

  • Commander
  • *****
  • Posts: 5239
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #875 on: November 01, 2016, 12:08:03 am »
Minor request: adding a pop-up window that the enemies have surrendered would be less confusing than sudden end-mission I think.

Another one: the current  activeCamouflage is less than perfect.

Namely, the negative numbers. For example, giving someone -5 gives them a huge advantage in night conditions, but negligible at day. On the other hand, positive numbers are irrelevant for night vision unless they're really low (below 20).
Can we have it broken into 2 separate parameters that can work together? Eg. passiveCamouflage 35 and activeCamouflage 3 would reduce day visibility to 32, and night visibility by 3.
« Last Edit: November 01, 2016, 12:25:54 pm by Dioxine »

Offline Eddie

  • Commander
  • *****
  • Posts: 548
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #876 on: November 01, 2016, 11:20:47 pm »
Maybe the camouflage should be changed to a percentage instead? So 13% camo would reduce a 40 day vision to 35 and a 16 night vision to 14. Of course there could also be seperate values for night and day, so that night ops outfit gets no day bonus.

Having percentage values would not cripple low night vision enemies as much at higher camouflage values. But it's up to you to decide against which type of enemies camouflage should be most useful.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6609
  • OXCE developer
    • View Profile
    • My Wiki
Re: Meridian's resources and mods for X-PirateZ
« Reply #877 on: November 01, 2016, 11:54:06 pm »
Minor request: adding a pop-up window that the enemies have surrendered would be less confusing than sudden end-mission I think.

Another one: the current  activeCamouflage is less than perfect.

1/ not sure if so easy, will check

2/ yes, I saw your fight with the ruleset, I will try to come up with something better and post a proposal in a few days

Offline Dioxine

  • Commander
  • *****
  • Posts: 5239
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #878 on: November 02, 2016, 12:55:33 am »
Much appreciated. I plan to release another bugfix version after the camo is handled better. I think in simplest terms it boils down to night camo and day camo, both modifying enemy's vision range, not being set values - these aren't too good. The set value camo can stay too, for enemies which can be seen only from a very close range, like star gods.

Percentage is another idea, might be good as it doesn't need to separate night and day in the ruleset. But again it might fall on these Star Gods if it's only a single value.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5239
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #879 on: November 02, 2016, 02:35:05 pm »
https://volutar.myds.me/patches.html I think OXCE would greatly benefit from those :)

Offline Starving Poet

  • Colonel
  • ****
  • Posts: 268
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #880 on: November 02, 2016, 04:04:00 pm »
oh man, that no LoF indicator would be amazing.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6609
  • OXCE developer
    • View Profile
    • My Wiki
Re: Meridian's resources and mods for X-PirateZ
« Reply #881 on: November 02, 2016, 08:25:32 pm »
https://volutar.myds.me/patches.html I think OXCE would greatly benefit from those :)

I wish it was that easy... unfortunately it's not :(

Offline robin

  • Commander
  • *****
  • Posts: 1071
  • ULTIMATE ROOKIE
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #882 on: November 02, 2016, 10:33:34 pm »
https://volutar.myds.me/patches.html I think OXCE would greatly benefit from those :)
shouldn't this stuff be ideally added to vanilla OXC?

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1889
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #883 on: November 02, 2016, 11:19:28 pm »
Hey Meridian, I've got some tweaks for the interception window, detailed here.  I'm creating a pull request to 3.3-plus-proto on GitHub if you want to take a look at it.

Edit: Is this the way you prefer to get code suggestions, or should I do it differently?  I don't have much experience contributing to a shared repository, so I don't want these things to be just an annoyance.
« Last Edit: November 02, 2016, 11:27:48 pm by ohartenstein23 »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 6609
  • OXCE developer
    • View Profile
    • My Wiki
Re: Meridian's resources and mods for X-PirateZ
« Reply #884 on: November 03, 2016, 12:14:28 am »
A link to a commit in your repo is enough... I will most probably want to make a few changes, even if just cosmetic myself, so PR is probably not gonna go in 1:1.