aliens

Author Topic: [OLD] Old OXCE+ discussion thread  (Read 857769 times)

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #930 on: November 20, 2016, 08:24:39 pm »
Can someone try if fire extinguisher even works on unconscious units?

Offline clownagent

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Re: Meridian's resources and mods for X-PirateZ
« Reply #931 on: November 20, 2016, 08:59:25 pm »
Can someone try if fire extinguisher even works on unconscious units?

I tested it. Fire extinguisher works.

Offline RSSwizard

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Re: Meridian's resources and mods for X-PirateZ
« Reply #932 on: November 21, 2016, 12:40:12 am »
Questions:
for DamageAlter does "toTile" affect damage to all terrain and scenery or just the ground tiles specifically?

For the respective "costAimed" modifiers it said in the documentation it can be represented as a flat rate or percentage, so that means I can have one fire mode as flat rate and another that isnt (ie, dont need to use flatrate=true anymore)?

For example:
Code: [Select]
costAimed:
  Time: 60%
costSnap:
  Time: 15
#always takes a long time to aim, but the faster you are the more snap shots you get

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #933 on: November 21, 2016, 10:19:38 am »
You can't do it. FlatUse is the thing that tells the game to have all attacks use fixed TU instead of %. It can only be set separately for Melee, Throw and Prime.
Code: [Select]
    flatUse:
      #change how cost of all attacks and use work (flat or percent values).
      time: true      #time units cost is flat or %. Alias of `flatRate`.
      energy: true    #energy unit cost is flat or %. Default `true`.
      morale: true    #morale cost is flat or reduced by bravery. Default `true`.
      health: true    #health points cost is flat or %. Default `true`.
      stun: false     #stun damage applied by atack is flat or % of max health. Default `true`.

Offline RSSwizard

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Re: Meridian's resources and mods for X-PirateZ
« Reply #934 on: November 22, 2016, 12:33:30 am »
guess it proves there's always room for improvement eh?

Offline Yankes

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Re: Meridian's resources and mods for X-PirateZ
« Reply #935 on: November 22, 2016, 01:26:54 am »
guess it proves there's always room for improvement eh?
it not to hard to add this.

Offline Dioxine

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Re: Meridian's resources and mods for X-PirateZ
« Reply #936 on: November 22, 2016, 01:55:59 am »
The question is, what for...

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #937 on: November 24, 2016, 12:48:02 am »
Another easy but convenient feature request: In gyms, would it be possible to write in red the stats for gals that are at or past the training maximum?

This would enable us to see at a glance who wouldn't benefit from being assigned.

Ex.: A gal is past the cap in TUs, but not in Melee, so her TUs number is written in red, but her

Offline Solarius Scorch

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Re: Meridian's resources and mods for X-PirateZ
« Reply #938 on: November 24, 2016, 12:56:30 am »
Another easy but convenient feature request: In gyms, would it be possible to write in red the stats for gals that are at or past the training maximum?

God dammit, that's exactly what I've discussed with Dioxine 2 hours ago.

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #939 on: November 24, 2016, 02:53:46 am »
So that's +2 on my idea?  8)

Hopefully that'll make it happen even sooner!

Offline BTAxis

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Re: Meridian's resources and mods for X-PirateZ
« Reply #940 on: November 24, 2016, 11:10:47 pm »
Meridian, I noticed that after a mission, if the live containment facilities are full you get the option to transfer the excess captives to another base, but the same is not true if your stores are full. Perhaps this could be added? I think it would be a useful addition especially in light of the fact that when containment is full you get to transfer captives AND equipment.

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #941 on: November 24, 2016, 11:15:47 pm »
Added to todo list.

Offline BTAxis

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Re: Meridian's resources and mods for X-PirateZ
« Reply #942 on: November 24, 2016, 11:34:51 pm »
There's something else I wanted to ask, I often find myself hitting ESC when I enabled the quick search field and decide against quicksearching after all, but this does nothing. It would improve usability (at least for me) by quite a bit if ESC canceled the quicksearch immediately.

Offline Arthanor

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Re: Meridian's resources and mods for X-PirateZ
« Reply #943 on: November 24, 2016, 11:43:39 pm »
Yes! Very much that (ESC on quicksearch!) I've yet to train my fingers to press "enter" then "q" to cancel the search instead of just going for ESC.

Also, items transfer is a good idea for when you have too much loot. +1!

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #944 on: November 26, 2016, 12:33:42 am »
New version is up.

2016-11-25
 + CTD fix (bad nodes in RMP)
 + CTD fix (mission sites, merge issue)

Download: https://drive.google.com/open?id=0B8itkFQbhj-YRll1RFJMV0lIY2s

@Dioxine: changes needed to upgrade (found so far, there may be more):
  - new data files from OXCE 3.5
  - update Amiga font to new format
  - blaster launcher "waypoints" is now integer, not boolean (also note the plural)
  - remove "KneelButton"... there is already one in vanilla
  - "destroyItem: true" needs to be added where appropriate
  - STR_MAP_GEN_ERROR translation
  - missing trajectory, see below

Code: [Select]
ufoTrajectories:
  - id: CA_SPAWN
    groundTimer: 0
    waypoints:
      - [0, 0, 0]

WARNING: this version is NOT compatible with current version of PirateZ yet! Please wait for new PirateZ release...

Not a bug, it's that space is bound to both next soldier and the NV mode; rebind the key for one or the other in options.

We should probably change the default key of nightvision or next soldier.

Default for "Next soldier" is not space, default is empty (i.e. disabled).
« Last Edit: November 26, 2016, 02:44:25 pm by Meridian »