Author Topic: [OLD] Old OXCE+ discussion thread  (Read 857761 times)

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: Meridian's resources and mods for X-PirateZ
« Reply #300 on: February 29, 2016, 05:24:32 pm »
Brainstorming a feature request here, Meridian. :)

You have a great solution for calculating the number of items that could be made from the available resources. 

Could we now use that value to automatically assign that many items for manufacture when starting the manufacturing job?   I'm imagining "middle-clicking" on the up arrow, would change the number to be made to that exact number.  We already increment by 1 with a left click, Increase by x-value with the scroll wheel (I like 10), and set to infinite with right click.

Then all we would have to do, is see that some hostages for slaves are available etc, click into the manufacturing job, middle click and done. :)

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9106
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #301 on: February 29, 2016, 05:29:00 pm »
Good idea, but middle clicking is just too much :)
Maybe a small new button or something a bit more intuitive instead?

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #302 on: February 29, 2016, 06:22:24 pm »
For the exact case that you mention, "infinite" does the job. If some more resources become available during the process, they will get processed too, but it seems to be your intent.

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: Meridian's resources and mods for X-PirateZ
« Reply #303 on: February 29, 2016, 06:59:22 pm »
For the exact case that you mention, "infinite" does the job. If some more resources become available during the process, they will get processed too, but it seems to be your intent.
Yeah, I guess thats true!  Thanks for pointing that out. :)

Offline Cristao

  • Colonel
  • ****
  • Posts: 407
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #304 on: March 01, 2016, 08:17:47 am »
Confirmed 32bit worked instead of 64 bit.

Offline Eddie

  • Commander
  • *****
  • Posts: 560
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #305 on: March 01, 2016, 03:41:14 pm »
Topic: Melee damage

Melee damage is complicated. Personally, I use a spreadsheet to calculate melee weapon damage for my gals. People used to do that for manufacturing for profit, but now we don't need that anymore because we have the ingame info. I would like to have something similar for melee damage.

Problem is, the damage is dependent on the armor of the target. So you cannot calculate a correct damage value when you equip an item. Since meridian implemented a combat log, I would suggest to use that to give some feedback on melee weapon damage. Not the actual numbers, just some rough indicators. Like "no damage", "minor scratch", "good hit" and "devastating blow".
Logic behind that, if you are fighting someone in melee, you CAN tell if you injured him or if your blow did nothing. When you hit someone with a hammer from behind and the blow bounced right off their armor, you will know. If you chainsaw someone and their armor compleately stops it, you will know. When you hit someone in the face with fistycuffs and land a good hit, you know that you did. This should help beginners figuring out how effective their melee strategies are.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5460
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #306 on: March 01, 2016, 04:45:15 pm »
Hm how about adding a function for a custom hitSound played when no damage was dealt? That should be an easy solution.

Offline ivandogovich

  • Commander
  • *****
  • Posts: 2381
  • X-Com Afficionado
    • View Profile
    • Ivan Dogovich Youtube
Re: Meridian's resources and mods for X-PirateZ
« Reply #307 on: March 01, 2016, 04:54:42 pm »
I love the idea of the custom sound. :)  "Tink"

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11732
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Meridian's resources and mods for X-PirateZ
« Reply #308 on: March 01, 2016, 05:42:36 pm »
Quote
"The altar is smashed by the greater moloch! An energy bolt strikes down on the greater moloch! The greater moloch shruggs it off and laughs with malicious glee!"

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #309 on: March 01, 2016, 06:13:02 pm »
Note that it will also affect hits on your girls.
If somebody tackles this change, please also offer a custom (visual) hit animation for no damage, as a thought for deaf players.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5460
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #310 on: March 01, 2016, 06:17:26 pm »
Adding a text log, like in Fallout or Baldur's Gate, would be more informative - if you think about deaf people, they won't know if they hit in the first place. Text log would make everything clear, to both deaf and non-deaf.

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #311 on: March 01, 2016, 07:18:43 pm »
Hm how about adding a function for a custom hitSound played when no damage was dealt? That should be an easy solution.
Not so easy, right now biggest problem is order of sound play and damage calculation. When you know that no damage was done it already after sound and animation ended. At some point I want change this but right now I have other things to do.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5460
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #312 on: March 01, 2016, 07:40:35 pm »
How about the log, then?

Offline Yankes

  • Global Moderator
  • Commander
  • ***
  • Posts: 3350
    • View Profile
Re: Meridian's resources and mods for X-PirateZ
« Reply #313 on: March 01, 2016, 08:02:42 pm »
How about the log, then?

This is closer to Meridian domain :)

Offline Dioxine

  • Commander
  • *****
  • Posts: 5460
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Meridian's resources and mods for X-PirateZ
« Reply #314 on: March 01, 2016, 08:28:42 pm »
Hence posting it here :)
The text field just above the GUI can display info about attack (xxx was hit with xxx for xxx damage); but no numbers, just 'light', 'heavy', 'critical' damage or sth.