Author Topic: [OLD] Old OXCE+ discussion thread  (Read 854461 times)

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #45 on: December 28, 2015, 12:47:20 pm »
What, exactly, is now shown? Not sure if I understand this, or at least I don't understand what your intention was...

Assume your soldier has 100 firing accuracy and 100 health.
Assume the soldier loses 99 hp and now has only 1 hp.

The Unit Info screen (battlescape) will show you that remaining firing accuracy is 1 .... whereas it is actually around 75.

The chance to hit in the Action UI will correctly show you about 75% of the chance you had before injury ... which doesn't make sense when the other GUI shows you have remaining accuracy of 1. It is nothing game breaking... but for 20 years everytime I saw that my soldier has just 1 firing accuracy, I never even bothered to check the chance to hit, because I thought it would be around 0%... but that is definitely not the case... even losing almost all hitpoints costs you in worst case only 25% of your accuracy. So, it is actually worth using even soldiers close to death... which is something I learned only yesterday (thanks to a viewers comment on youtube and confirmed by Warboy) after 20 years... because of this glitch.

There are of course other bonuses and penalties... but they don't have such impact.
« Last Edit: December 28, 2015, 12:50:13 pm by Meridian »

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #46 on: December 28, 2015, 07:27:27 pm »
New version available.

v2015-12-28
  + added sorting (and Size column) to Stores GUI -- inspired by DracoGriffin's suffering as he never has enough space after ending every mission :D
  + added fatal wounds indicator to Inventory GUI
  + added current turn indicator in the tooltip

PS: I found a lot more nice suggestions on the forum... I'll be reviewing/implementing them soon :)
« Last Edit: December 28, 2015, 07:33:17 pm by Meridian »

Offline DracoGriffin

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Re: Meridian's resources and mods for X-PirateZ
« Reply #47 on: December 29, 2015, 06:57:05 am »
The quality of life improvements are insane; to think I even inspired something!

Yeah, I am almost 100% going to start a new campaign once Yankes updates to a more recent Nightly that contains Soldier Diaries so I can use all these things.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #48 on: December 29, 2015, 05:54:35 pm »
A few more features today.

v2015-12-29
  + added primed grenade indicator to Hand UI (not animated)
  + added 2-handed weapon indicator to Hand UI
  + display recovery time when soldier is wounded (directly in the list)
  + added hotkey to de-equip armor from all soldiers at once in Equip Armor GUI (key for clear inventory, usually "X")
  + added hotkey to de-assign all soldiers from all craft at once in Equip Crew GUI (key for clear inventory, usually "X")

TODO list:
 select soldier paperdoll/avatar via GUI (in inventory)
 rename soldiers directly in inventory GUI
 break neck / cut throat
 show TUs when moving things between inventory slots
 show all visible aliens -- see https://openxcom.org/forum/index.php/topic,2394.0.html
 re-arrange base list
« Last Edit: December 29, 2015, 07:58:40 pm by Meridian »

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #49 on: December 31, 2015, 10:05:33 am »
Another thing that could be very useful - enabling the display of resistance type 0 on armor entries (now it is ignored).

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #50 on: December 31, 2015, 11:33:12 am »
Another thing that could be very useful - enabling the display of resistance type 0 on armor entries (now it is ignored).

Which armor can I use for testing?

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #51 on: December 31, 2015, 11:37:36 am »
Most armors have this resistance modified, but I guess Runt Outfit is the best bet. It works, as far as I can tell - just isn't displayed.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #52 on: December 31, 2015, 11:49:22 am »
Most armors have this resistance modified, but I guess Runt Outfit is the best bet. It works, as far as I can tell - just isn't displayed.

So the damage type = 0 (DT_NONE).
The damage type description is "Unknown" (STR_UNKNOWN).
See attached example.

Should I change also the description from STR_UNKNOWN to something else? What kind of damage is it in PirateZ actually? In vanilla, I don't think it is used at all.

EDIT: I changed the description to STR_DAMAGE_NONE, you'll be able to translate it in PirateZ just like all other damage types
« Last Edit: December 31, 2015, 11:57:20 am by Meridian »

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #53 on: December 31, 2015, 12:22:27 pm »
Awesome!:) It is known as 'Special' damage in the Pedia, but unknown works too. It is used by a few certain enemis and items, the only one you know by now is the battle flag. 'Charm' would be too specific to call it, but not too off from what it is.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #54 on: December 31, 2015, 10:04:05 pm »
New version available.

v2015-12-31
  + added possibility to rename soldiers in the Inventory view
  + enabled the display of resistance to damage type 0 (DT_NONE) in UFOpedia
  + added "unseen" indicator for:
      * new research items
      * new manufacture items
      * new UFOpedia articles
v2015-12-30
  + added Select Avatar GUI to Inventory (with preview!)
  + using battlescape palette for Select Armor GUI in Inventory

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #55 on: January 01, 2016, 11:46:37 am »
A small teaser before today's release... attached as animated GIFs ;-)

v2015-01-01
  + added possibility to re-order bases (by right-click)
  + showing TU cost when moving items between inventory slots -- I'm sure everybody wants this!

TODO (hopefully today):
  break neck / cut throat / coup de grĂ¢ce
  show all visible aliens -- see https://openxcom.org/forum/index.php/topic,2394.0.html
« Last Edit: January 01, 2016, 11:52:24 am by Meridian »

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #56 on: January 01, 2016, 11:50:14 am »
I love the latest feature. I love them all. :)

Offline Bloax

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Re: Meridian's resources and mods for X-PirateZ
« Reply #57 on: January 01, 2016, 11:50:24 am »
Quote
  + showing TU cost when moving items between inventory slots -- I'm sure everybody wants this!

wew lad

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #58 on: January 01, 2016, 08:22:23 pm »
OK, last two... now I can finally return to gaming :P

v2015-01-01 (continuation)
  + added option to execute unconscious units with melee (blade) weapons -- more info here: https://openxcom.org/forum/index.php/topic,3833.msg57103.html#msg57103
  + added shortcuts to enemies visible by other soldiers (green enemy indicator) -- more info here: https://openxcom.org/forum/index.php/topic,2394.0.html

Screenshots attached.
Binaries available in the first post.
Additional ruleset for X-PirateZ available in the second post.

Offline eisenefaust

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Re: Meridian's resources and mods for X-PirateZ
« Reply #59 on: January 02, 2016, 08:09:27 am »
v2015-12-30
  + added Select Avatar GUI to Inventory (with preview!)
Hi, Thanks again for all these great improvements. I'm a little confused on how to update the avatars in this version? I've tried various things from the inventory in equip vessel screen and while on battlescape but I haven't gotten it to work yet.
How do I use this new feature?
Thanks!