Author Topic: Old OXCE+ discussion thread  (Read 252399 times)

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #630 on: June 26, 2016, 03:21:35 pm »
So in short:
- Diaries are in to some extent;
- Diff level impact is now customizable;
- If you want to make modded weapons use TFTD damage rules with a button switch, well, TOUGH LUCK (I like it) :)
- and naturally, all the new Yankes' stuff... that without a tutorial is probably impossible to even comprehend (which again is GOOD, as long as Yankes writes some tutorials, or someone deciphers it by himself) :)

cool. Now all we have to do is wait... Good thing I don't have that much time for modding this summer, so I can wait more patiently :)

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #631 on: June 26, 2016, 03:39:49 pm »
I didn't want to make this sound "small"... I'm sure you went through hell merging all this... just wanted to say that functionality-wise, there are only 3 features a modder can notice, player will notice even less.
In this release, it is definitely your new features that deserve the most attention, not the vanilla stuff.
Right this is another way how measure changes. And each give different answer :)

Offline DracoGriffin

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Re: Meridian's resources and mods for X-PirateZ
« Reply #632 on: June 27, 2016, 06:41:17 am »
So in short:
- Diaries are in to some extent;

Now if only I could remember where I uploaded or sent that Pirate version of the Soldier Diaries/Commendations I did oh so long ago. It can now be used!

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #633 on: June 27, 2016, 02:18:06 pm »
No worries Draco, I have it :) I've archived that when you posted it first :)

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #634 on: July 03, 2016, 10:59:09 am »
New version is up.

v2016-07-03
  + Added in-game TechTreeViewer

Download: https://drive.google.com/open?id=0B8itkFQbhj-YdWtCNklZR3B1TU0

More info and screenshots: https://openxcom.org/forum/index.php/topic,4697.msg66743.html#msg66743

Translations:
Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_TECH_TREE_VIEWER: "TECH TREE VIEWER"
      STR_TOPIC: "Topic>{ALT} {0}"
      STR_SELECT_TOPIC: "Select Topic"
      STR_M_FLAG: " [m]"
      STR_ITEM_REQUIRED: "Item required:"
      STR_REQUIRES: "Requires:"
      STR_DEPENDS_ON: "Depends on:"
      STR_UNLOCKED_BY: "Unlocked by:"
      STR_GET_FOR_FREE_FROM: "Get for free from:"
      STR_REQUIRED_BY: "Required by:"
      STR_LEADS_TO: "Leads to:"
      STR_UNLOCKS: "Unlocks:"
      STR_GIVES_ONE_FOR_FREE: "Gives one for free:"
      STR_RESEARCH_REQUIRED: "Research required:"
      STR_FACILITIES_REQUIRED: "Facilities required:"
      STR_MATERIALS_REQUIRED: "Materials required:"
      STR_ITEMS_PRODUCED: "Items produced:"
      STR_AVAILABLE_TOPICS: "AVAILABLE TOPICS"
      STR_QS_THREE_LETTERS_A: "Please enter at least 3 letters"
      STR_QS_THREE_LETTERS_B: "into the Quick Search box..."

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #635 on: July 03, 2016, 01:17:33 pm »
Not sure if like... or rather, not like at all as an in-game thing. Should be at least blocked by an option, so the players won't think it's a core, suggested game feature (it gives knowledge the player has no in-game way of obtaining, robs the player of discovery, also makes all the work I invested in spreading vague hints into an idiot's job).
Otoh it will help a bit with debugging :)

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #636 on: July 03, 2016, 01:46:41 pm »
How many times have you tried middle-clicking on any of those tables?  ;)

A player who didn't read this thread, will never find it :)
Keeping it out of user options even increases the chance that an average player won't even know it exists. I can add the option tho, if there's interest for it.

PS: I agree that it takes away the discovery part... however with the same breath I have to add, that it is not humanly possible to discover 60% (or probably even more) of the piratez tech tree... you just have NO CHANCE of discovering the pre-requisites for any non-trivial topic... let's say Advanced Chemistry... you would have to play dozens of times to discover maybe 2 or 3 from the pre-requisites (out of total of 7 or 8 I think), optimistically speaking.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #637 on: July 03, 2016, 03:17:17 pm »
It is possible with enough time and/or replays... that was the intention. It will also be easier as alternate paths to crucial techs will be added in the future.
Although it'd make a poor game for a blind let's play, so I see how this feature is important to you ;) (and like I said, useful for debugging as well!)

Offline ivandogovich

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Re: Meridian's resources and mods for X-PirateZ
« Reply #638 on: July 03, 2016, 05:29:53 pm »
I love how this viewer has made it so much easier to see how many more get one frees are available through topics!!  Its amazing!  Thank you, thank you, Thank YOU!

Offline legionof1

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Re: Meridian's resources and mods for X-PirateZ
« Reply #639 on: July 04, 2016, 03:40:20 am »
I would leave it unmentioned at least until such a time as the tech tree is "done". After that i would(if possible) integrate into debug mode. Most folk don't know/realize how many options there are without specific guidance.

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #640 on: July 05, 2016, 09:48:20 am »
Now if only I could remember where I uploaded or sent that Pirate version of the Soldier Diaries/Commendations I did oh so long ago. It can now be used!

Here: https://openxcom.org/forum/index.php/topic,3626.msg56043.html#msg56043

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #641 on: July 05, 2016, 06:00:31 pm »
Congrats on the new version! But I have some reservations about the right/middle MB regarding Ufopaedia - isn't it a bit messy? Can you please explain why not MMB everywhere?

After some inspiration, I decided to change it to middle mouse button in the next version... to keep it consistent.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #642 on: July 05, 2016, 06:58:01 pm »
Speaking of consistency... how about the mechanic change we once discussed? Replace the shift-move 'cheat' with a general mechanics that always disables stopping on contacts when running? This would definitely make for more funny deaths due to unexpected enemies, and force scouts to proceed carefully, which is more realistic than scouting-by-running...

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #643 on: July 05, 2016, 07:36:10 pm »
Speaking of consistency... how about the mechanic change we once discussed? Replace the shift-move 'cheat' with a general mechanics that always disables stopping on contacts when running? This would definitely make for more funny deaths due to unexpected enemies, and force scouts to proceed carefully, which is more realistic than scouting-by-running...

So the result would be:
1/ no modifier - walk, stop on contact
2/ shift - walk, don't stop on contact
3/ ctrl - run, don't stop on contact
4/ shift+ctrl - run, don't stop on contact, i.e. same as option 3/

If so, I like it, and can change it for the next version.

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #644 on: July 05, 2016, 08:14:01 pm »
So the result would be:
1/ no modifier - walk, stop on contact
2/ shift - walk, don't stop on contact
3/ ctrl - run, don't stop on contact
4/ shift+ctrl - run, don't stop on contact, i.e. same as option 3/

If so, I like it, and can change it for the next version.

I like it too!