Author Topic: [OLD] Old OXCE+ discussion thread  (Read 854693 times)

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #735 on: August 08, 2016, 01:30:27 am »
Pure gritty beauty. Is he from Chaos Engine?

Offline alinare

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Re: Meridian's resources and mods for X-PirateZ
« Reply #736 on: August 08, 2016, 01:32:22 am »
You are right. I forgot to mention. :-*

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #737 on: August 09, 2016, 10:45:08 am »
New version is up.

v2016-08-08
  + Added active camouflage and anti-camouflage, more info: https://openxcom.org/forum/index.php/topic,4822.0.html

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

EDIT: I found a rather serious bug in there... will upload a new version in 1 hour.
EDIT2: Uploaded a fixed version.
« Last Edit: August 09, 2016, 11:41:51 am by Meridian »

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #738 on: August 11, 2016, 03:12:31 pm »
New version is up.

v2016-08-11
  + Allowed camouflage on ALL units (i.e. friendly and neutral too)
  + Fixed/support for turretType for builtInWeapons
  + Global equipment layouts, more info: https://openxcom.org/forum/index.php/topic,4747.msg69139.html#msg69139

Download: https://drive.google.com/open?id=0B8itkFQbhj-YanoxNzFwT0FrbDQ

Offline Surrealistik

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Re: Meridian's resources and mods for X-PirateZ
« Reply #739 on: August 11, 2016, 09:58:09 pm »
Do I need to do anything else besides run the latest version through the provided executable in order to get the mod features?

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #740 on: August 11, 2016, 10:03:49 pm »
Do I need to do anything else besides run the latest version through the provided executable in order to get the mod features?

Just replace your current EXE with this new EXE.

Breaking changes are introduced only when we increase the version number (i.e. from 2.9 to 3.0). If the version number stays (you can check that in the first post), it's safe to update.

PS: You might want to add missing translations, which I usually provide in dedicated posts, if you don't want to wait for Dioxine to do it for you.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #741 on: August 12, 2016, 03:14:11 pm »
Question: If I have 2 training facilities, each one with a different training efficiency (one, say, 0.8, another one, 0.4), what is the real training efficiency of my soldiers?

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #742 on: August 12, 2016, 03:28:56 pm »
Question: If I have 2 training facilities, each one with a different training efficiency (one, say, 0.8, another one, 0.4), what is the real training efficiency of my soldiers?

If you're referring to "customTrainingFactor"... that's a global parameter (there's only 1).
I am not aware of any parameter on the facility itself.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #743 on: August 12, 2016, 06:28:52 pm »
Ah, thanks. I thought it was facility-specific.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #744 on: August 13, 2016, 03:47:16 pm »
New version is up.

v2016-08-13
  + Added support for max number of facilities (of given type) per base, more info: https://openxcom.org/forum/index.php/topic,4830.msg69302.html#msg69302
  + Added support for sick bays, more info: https://openxcom.org/forum/index.php/topic,4830.msg69294.html#msg69294
  + Option to automatically remove wounded soldiers from training
  + Ability to exclude a soldier type from the promotion system, more info: https://openxcom.org/forum/index.php/topic,4830.msg69242.html#msg69242
  + Added support for randomized item lists in map block ruleset, more info: https://openxcom.org/forum/index.php/topic,4830.msg69240.html#msg69240
  + Fixed AI melee bug (by Yankes)

Recent translation strings:

Code: [Select]
      STR_PERSON_JOINING: "Person Joining"
      STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Not enough living space to accomodate{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}"
      STR_EMPTY_SLOT_N: "Empty slot {0}"
      STR_UNNAMED_SLOT_N: "Unnamed slot {0}"
      STR_LOAD_EQUIPMENT_TEMPLATE: "LOAD EQUIPMENT TEMPLATE"
      STR_SAVE_EQUIPMENT_TEMPLATE: "SAVE EQUIPMENT TEMPLATE"
      STR_SAVE_UC: "SAVE"
      STR_RANK_NONE: "-"
      STR_NO_WOUNDED: "-"
      STR_CANNOT_BUILD_MORE_OF_THIS_FACILITY_TYPE_AT_BASE: "The maximum allowed number of facilities of this type in this base has been reached!"

Download: https://drive.google.com/open?id=0B8itkFQbhj-YMEN4cV9kNGRqSVE

niculinux

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Re: Meridian's resources and mods for X-PirateZ
« Reply #745 on: August 15, 2016, 05:53:57 pm »
New version is up.

v2016-08-13
[...]

There's a tiny bug, as in screenshot. Maby replace the .exe?

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #746 on: August 15, 2016, 06:18:04 pm »
There's a tiny bug, as in screenshot. Maby replace the .exe?

Translations are NOT part of the EXE... and please note that I repeat this to you niculinux for the 3rd time now. Goldfish memory?

Either add the translation yourself, or wait for Dioxine to do it for you with next release.

niculinux

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Re: Meridian's resources and mods for X-PirateZ
« Reply #747 on: August 15, 2016, 07:42:26 pm »
Translations are NOT part of the EXE... and please note that I repeat this to you niculinux for the 3rd time now. Goldfish memory?

Either add the translation yourself, or wait for Dioxine to do it for you with next release.

Ah i thought it was not translation depending...

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #748 on: August 15, 2016, 09:38:12 pm »
New version is up.

2016-08-15
  + Added Craft Pilots GUI
  + Rebalanced pilot bonuses
  + Pilot approach/disengage speed bonus (based on bravery)
  + Pilot dodge bonus (based on reactions)
  + Pilot accuracy bonus (based on firing accuracy)
  + Ability to exclude a soldier type from piloting a craft
  + Craft can now require pilots

More info:
- https://openxcom.org/forum/index.php/topic,4830.msg69353.html#msg69353
- https://openxcom.org/forum/index.php/topic,4830.msg69387.html#msg69387

Download: https://drive.google.com/open?id=0B8itkFQbhj-YSTNxVk04R194WFU

New ruleset:

Code: [Select]
crafts:
  - type: STR_VENTURA
    soldiers: 18
    pilots: 2 # requires 2 pilots to take off (pilots are taken from crew, from the bottom)
    vehicles: 2
soldiers:
  - type: STR_DOG
    allowPromotion: false
    allowPiloting: false # cannot be a pilot

New translation:

Code: [Select]
      STR_NOT_ENOUGH_PILOTS: "Not enough pilots!{NEWLINE}Minimum: {0}"
      STR_PILOTS: "PILOTS"
      STR_PILOTS_FOR_CRAFT: "Pilot(s) for {0}"
      STR_PILOTS_REQUIRED: "Pilot(s) required: {ALT}{0}"
      STR_HINT: "Hint: pilots are the last members of your crew."
      STR_ACCURACY_BONUS: "Accuracy bonus:"
      STR_DODGE_BONUS: "Dodge bonus:"
      STR_APPROACH_SPEED: "Approach speed:"
      STR_COWARDLY: "Cowardly (-50%)"
      STR_NORMAL: "Normal"
      STR_BOLD: "Bold (+50%)"
      STR_VERY_BOLD: "Very bold (+100%)"


Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #749 on: August 17, 2016, 11:56:34 pm »
New version is up.

2016-08-17
  + Added new type of shotgun behavior (by ohartenstein23), more info: https://openxcom.org/forum/index.php/topic,4520.msg69616.html#msg69616
  + Added ability to select pilots from crew manually

Download: https://drive.google.com/open?id=0B8itkFQbhj-YMjA5eGtyZjBjclE