Author Topic: [OLD] Old OXCE+ discussion thread  (Read 856983 times)

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #855 on: October 10, 2016, 01:04:13 am »
I will check it out tomorrow.

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #856 on: October 10, 2016, 02:18:54 am »
Meridian, how hard would it be to add prerequisites for getOneFree items?

Example: Red Dawn Ganger in X-Com Files currently has the following getOneFree items: STR_BASEBALL_BAT, STR_WOODEN_CLUB, STR_STAFF_001, STR_STAFF_002, STR_STAFF_007. I would like to add also STR_STAFF_009 to this list, but it would only be chosen if you have STR_CHIEF_ENGINEER_CONTACT researched, because the article is something that the Chief Engineer says and therefore he must already have been recruited before.

If you don't have the prerequisite, some other item on the list is chosen instead (one with no prerequisites or prerequisites which are already fulfilled).
If there are no other viable items left, you get nothing and you shouldn't even see STR_ZSRR_GANGER on the research projects list. If you research the prerequisite later, you can research STR_ZSRR_GANGER again.

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #857 on: October 11, 2016, 12:41:48 am »
I've tried adding that script for NV item, but it doesn't seem to work...
Ok I made small mistaken, instead of NV I give DayVision :D

Line
Code: [Select]
if le targetShade 9;should be
Code: [Select]
if gt targetShade 9;

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #858 on: October 12, 2016, 12:21:41 am »
Okay it works now - however, it doesn't show up in the night display offered by OXCE+ (you spot enemies from desired range, but they're displayed as if were in the dark) - which makes it look bad...

Maybe the night display could be pulled into your OXCE? It doesn't interfere in any way with vanilla xcom, after all...
« Last Edit: October 12, 2016, 12:28:08 am by Dioxine »

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #859 on: October 12, 2016, 01:16:00 am »
I will think how best solve this, right now I think that best solution could be special commit for OXCE+ because simply pulling it to OXCE will not fix it without new code.

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #860 on: October 14, 2016, 05:48:43 pm »
If there are no other viable items left, you get nothing and you shouldn't even see STR_ZSRR_GANGER on the research projects list. If you research the prerequisite later, you can research STR_ZSRR_GANGER again.

This is bad game design, it should not work like this.

As alternative, maybe replace the whole idea with a dedicated project for STR_STAFF_009, which unlocks when both STR_ZSSR_GANGER and STR_CHIEF_ENGINEER_CONTACT are researched?

Meridian, how hard would it be to add prerequisites for getOneFree items?

Example: Red Dawn Ganger in X-Com Files currently has the following getOneFree items: STR_BASEBALL_BAT, STR_WOODEN_CLUB, STR_STAFF_001, STR_STAFF_002, STR_STAFF_007. I would like to add also STR_STAFF_009 to this list, but it would only be chosen if you have STR_CHIEF_ENGINEER_CONTACT researched, because the article is something that the Chief Engineer says and therefore he must already have been recruited before.

If you don't have the prerequisite, some other item on the list is chosen instead (one with no prerequisites or prerequisites which are already fulfilled).

Probably not very hard. But...

1/ As I said above a topic should not disappear and then reappear, people would just keep selling STR_ZSSR_GANGER, because they know (at least to their best knowledge) it can't tell them anything new.

2/ As a modder you probably know that the whole research-related ruleset is really buggy (probably the last place in OpenXcom with serious known bugs). "Requires" doesn't work at all, "getOneFree" works only sometimes and "Dependencies" and "Unlocks" has some funny effects too. If I would touch it, I would probably rewrite it completely. And that would break all non-trivial mods, which use all sorts of workarounds and hacks to achieve desired functionality (because I would of course not support hacks and workarounds, or at least not in the same form). We are in a deadlock situation here...

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #861 on: October 14, 2016, 10:46:39 pm »
This is bad game design, it should not work like this.

As alternative, maybe replace the whole idea with a dedicated project for STR_STAFF_009, which unlocks when both STR_ZSSR_GANGER and STR_CHIEF_ENGINEER_CONTACT are researched?

Because it's an item on a long getOneFree list you get from an enemy (in this case, STR_ZSSR_GANGER). It's not supposed to be researched in any orderly way. The STR_STAFF_XXX line are worthless, (supposedly) humorous articles that make it harder to get the important stuff and to give you a reason to interrogate low-level enemies. And every STR_STAFF_XXX is a report/gossip from a member of your staff, and some members are recruited later, so I can't make STR_STAFF_XXX with these people because they could appear before you even meet them.

By the way, can you elaborate why it's bad game design? I sort of feel the same, but I can't define it properly.

Probably not very hard. But...

1/ As I said above a topic should not disappear and then reappear, people would just keep selling STR_ZSSR_GANGER, because they know (at least to their best knowledge) it can't tell them anything new.

It shouldn't be a problem, because you can get these things from many enemies, including later ones. So it doesn't matter if you sell early game enemies, unless you research completely all the enemies in the game and then some new Ufopedia article appears. So, not an issue.

2/ As a modder you probably know that the whole research-related ruleset is really buggy (probably the last place in OpenXcom with serious known bugs). "Requires" doesn't work at all, "getOneFree" works only sometimes and "Dependencies" and "Unlocks" has some funny effects too. If I would touch it, I would probably rewrite it completely. And that would break all non-trivial mods, which use all sorts of workarounds and hacks to achieve desired functionality (because I would of course not support hacks and workarounds, or at least not in the same form). We are in a deadlock situation here...

Well, I understand... If the system can be rewritten better, then I personally think it's worth to update mods for it, but it's not a subject for now. So, if this doesn't happen, it's perfectly understendable, for many reasons. But I'm hoping for a hack here, too. :)

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #862 on: October 22, 2016, 12:56:36 pm »
New version is up.

2016-10-22
 + Added item flag, which says if the item can be equipped in base defense
 + TechTreeViewer now shows also the number of required items for manufacturing topics
 + Small fix for stun/wound indicator
2016-10-06
 + Upgraded to OXCE 3.3

Download: https://drive.google.com/open?id=0B8itkFQbhj-YVzBwVE01dS1NYVU

Example usage of the new flag
(so that you don't have 5000 chips slowing your engine during base defense)

Code: [Select]
items:
  - type: STR_CREDIT_CHIP_C
    ignoreInBaseDefense: true
  - type: STR_CREDIT_CHIP_D
    ignoreInBaseDefense: true
  - type: STR_CREDIT_CHIP_M
    ignoreInBaseDefense: true
  - type: STR_CREDIT_CHIP_00
    ignoreInBaseDefense: true
  - type: STR_CREDIT_CHIP_01
    ignoreInBaseDefense: true
  - type: STR_CREDIT_CHIP_02
    ignoreInBaseDefense: true
  - type: STR_CREDIT_CHIP_03
    ignoreInBaseDefense: true
  - type: STR_MEDICAL_SUPPLIES
    ignoreInBaseDefense: true
  - type: STR_LONGEVITY_SERUM
    ignoreInBaseDefense: true
  - type: STR_LINGERIE
    ignoreInBaseDefense: true
  - type: STR_MEDALLION
    ignoreInBaseDefense: true
  - type: STR_GOLD_BAR
    ignoreInBaseDefense: true
  - type: STR_YELLOW_GEM
    ignoreInBaseDefense: true
  - type: STR_BLUE_GEM
    ignoreInBaseDefense: true
  - type: STR_GREEN_GEM
    ignoreInBaseDefense: true
  - type: STR_RED_GEM
    ignoreInBaseDefense: true
  - type: STR_DIAMOND
    ignoreInBaseDefense: true
  - type: STR_MONEY_PURSE
    ignoreInBaseDefense: true
  - type: STR_CASH_BAG
    ignoreInBaseDefense: true
  - type: STR_TREASURE_CHEST
    ignoreInBaseDefense: true
  - type: STR_NUCLEAR_MATERIALS
    ignoreInBaseDefense: true
  - type: STR_BRIEFCASE
    ignoreInBaseDefense: true
  - type: STR_PORN
    ignoreInBaseDefense: true
  - type: STR_LIBER_OCCULTIS
    ignoreInBaseDefense: true
  - type: STR_DATA_DISK
    ignoreInBaseDefense: true
  - type: STR_GUNS_N_AMMO
    ignoreInBaseDefense: true
  - type: STR_GENERIC_CRATE
    ignoreInBaseDefense: true
  - type: STR_GOLDEN_CRATE
    ignoreInBaseDefense: true
« Last Edit: October 25, 2016, 09:41:05 pm by Meridian »

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #863 on: October 22, 2016, 05:56:19 pm »
Could we have the "disableEquip" flag activated/deactivated by game options? These all items are basically useless in battle, but were deliberately left equippable for roleplay reasons, and/or for the possibility of transporting them through craft (eg. ten thousand chips are far cheaper to transport by an actual craft than by Transfer menu). With such an option, we could have the best of both worlds.

EDIT: I'm stupid, I can simply make this into an optional mod.
« Last Edit: October 22, 2016, 06:01:58 pm by Dioxine »

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #864 on: October 22, 2016, 06:11:38 pm »
Meridian, any progress on the "inventory template" for crafts? It would be a very convenient feature, even as just a "quick save/load" and no actual writing of the templates in the saves for the longer term.

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #865 on: October 22, 2016, 11:06:38 pm »
Could we have the "disableEquip" flag activated/deactivated by game options? These all items are basically useless in battle, but were deliberately left equippable for roleplay reasons, and/or for the possibility of transporting them through craft (eg. ten thousand chips are far cheaper to transport by an actual craft than by Transfer menu). With such an option, we could have the best of both worlds.

EDIT: I'm stupid, I can simply make this into an optional mod.

I can probably also change it to apply to base defense only... I don't mind equipping that stuff on craft.

Meridian, any progress on the "inventory template" for crafts? It would be a very convenient feature, even as just a "quick save/load" and no actual writing of the templates in the saves for the longer term.

It just got a bit higher on the list :)

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #866 on: October 23, 2016, 07:14:38 am »
Awesome! It's not as needed for Piratez but in XCom Files with all the small teams and equipment changing all the time it'd be very convenient. Your multiple soldier inventory also was super useful for that as each small team needs one of each roles and they rotate often because of losses.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #867 on: October 25, 2016, 06:19:53 pm »
Noticed a bug when watching Poet's LP; commendations aren't unlocked in the Pedia if they were awarded posthumously. https://www.youtube.com/watch?v=IOk-MzKpD-s&index=10&list=PLnh8c5HMxAXsMHn64sjtX4Aa--tJ_iJPo, about 53:40.

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #868 on: October 25, 2016, 06:22:23 pm »
Noticed a bug when watching Poet's LP; commendations aren't unlocked in the Pedia if they were awarded posthumously. https://www.youtube.com/watch?v=IOk-MzKpD-s&index=10&list=PLnh8c5HMxAXsMHn64sjtX4Aa--tJ_iJPo, about 53:40.

I noticed that too :)
Good to know you're watching as well...

EDIT: fixed
« Last Edit: October 26, 2016, 04:30:44 pm by Meridian »

Online Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #869 on: October 25, 2016, 09:43:25 pm »
New version is up.

2016-10-25
 + Door visibility bugfix (by Yankes)
 + EXPERIMENTAL: surrender support, more info: https://openxcom.org/forum/index.php/topic,4997.msg73272.html#msg73272
 + Ability to disable irrelevant items in base defense (e.g. chips)
 + Inventory is now accessible from Soldiers UI via hotkey (no need for a craft in base)

@Dioxine: the "disableEquip" has been renamed to "ignoreInBaseDefense" and applies only for base defense

Download: https://drive.google.com/open?id=0B8itkFQbhj-YYmJ3Y3lPeG9Iekk
« Last Edit: October 25, 2016, 09:59:43 pm by Meridian »