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Author Topic: [OLD] Old OXCE+ discussion thread  (Read 855614 times)

Offline Absalom

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1035 on: December 29, 2016, 07:34:09 pm »
The idea behind the hit log was:
1/ to find out if you hit or missed... in some cases it is hard to see visually (e.g. bows)
2/ to find out if a particular weapon is doing any damage at all to a particular enemy (mostly when you're seeing a new enemy and/or using a weapon for the first time)

I never meant hit log to be a way of counting how much damage has been done to the enemy already... that can be considered cheating and is discouraged.
Normal usage of hit log is maybe a few times per mission (or less)... definitely not after each shot.

Voila.

M-click to open.
Works only on visible units (i.e. no black clicking) or in debug mode.

L-click or R-click to close.
M-click on weapon to show Bootypedia.

Background is configurable, sprite name "AlienInventory".

EDIT: bleeding indicator is the same as for inventory big obs
Bravo!  Looks fantastic....  Do brigands (or highwaymen, can't recall) have a chance to spawn with a self charging laspistol?  Referring to your picture.  Because one game I got really lucky in the early game and looted one but can't remember where.

Anyone (besides me) who finds it useful to log reaction fire, speak now (24h from post timestamp)... otherwise I'll submit to group pressure.

I do.  Why can't the log keep past messages it has already outputted?

Offline BTAxis

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1036 on: December 29, 2016, 08:24:42 pm »
I never meant hit log to be a way of counting how much damage has been done to the enemy already... that can be considered cheating and is discouraged.
Normal usage of hit log is maybe a few times per mission (or less)... definitely not after each shot.

I do use it way more than that. Not after each and every shot (if an enemy dies there's no need), but definitely to check if I'm doing damage at all with my weapons. Also to count how many targets I hit with AoE attacks.

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1037 on: December 29, 2016, 08:42:01 pm »
I can't do anything against it, so enjoy it, if you find it ok.

For me, it's like counting cards in a casino... and I won't be supporting such unintended usage by extending the functionality of the hit log even more.

Offline BTAxis

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1038 on: December 29, 2016, 09:00:29 pm »
I dunno, to me it feels pretty similar to using the geoscape info graphs to figure out where the UFOs are. The information is there, so why not make use of it?

That said I'm not that attached to it - if you were to remove the whole log at some point, I'd just shrug and move on.

Offline KateMicucci

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1039 on: December 29, 2016, 09:13:15 pm »
Do brigands (or highwaymen, can't recall) have a chance to spawn with a self charging laspistol?  Referring to your picture.  Because one game I got really lucky in the early game and looted one but can't remember where.
Savvy gals on the blue ferry ships sometimes have them.

Offline khade

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1040 on: December 30, 2016, 01:50:57 am »
I use the hit log to see if the attack did damage and to check for high damage attacks, because those are awesome.  I'm not organized enough to make use of it in a card counting way, but I see no reason why others can't benefit if they want.  If they need RP reasons, you could look at it as the physical damage being visible.

I don't have an active use for the logging of reaction fire, but it getting in the way of my getting information on the attack amuses me a great deal.  I vote to leave it.

Offline davide

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1041 on: December 30, 2016, 10:52:32 am »
I have had a look to  your commit about craft shield
https://github.com/MeridianOXC/OpenXcom/commit/490ceffa7e8efc70bc6a8dbdd3bbb7ab9c1ebfdb

This made me remember that XCom Apocalypse have other craft equipments:
https://www.ufopaedia.org/index.php/Vehicle_Equipment_(Apocalypse)



in particular the Missile Evasion Matrix, the Cloaking Field and the Weapons Control System

Following the changes related to the shields maybe you could made new changes  for raise the probability of evasion that the craft will be hit as example.

The next step, such as XCom Apoc, could be the feature to add Craft Equipments items to the craft ... (there is the 4-craft-weapons option that could be useful for it)

« Last Edit: December 30, 2016, 11:16:28 am by davide »

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1042 on: December 30, 2016, 11:42:33 am »
in particular the Missile Evasion Matrix, the Cloaking Field and the Weapons Control System

Following the changes related to the shields maybe you could made new changes  for raise the probability of evasion that the craft will be hit as example.

The next step, such as XCom Apoc, could be the feature to add Craft Equipments items to the craft ... (there is the 4-craft-weapons option that could be useful for it)

This is all possible already... unless I have misunderstood something.

Offline davide

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1043 on: December 30, 2016, 04:34:23 pm »
I apologize but the release note is date based and I could miss the features. :-[

It would be a useful release notes divided by topics ;)





Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1044 on: December 30, 2016, 04:51:43 pm »
I apologize but the release note is date based and I could miss the features. :-[

It would be a useful release notes divided by topics ;)

No need to apologize... my documentation is crap, that's no secret.

Most of it (e.g. "missile evasion matrix" or "weapons control system") is implemented already in Yankes' OXCE, that's why it is not mentioned in my release notes.

Offline Dioxine

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1045 on: December 30, 2016, 05:18:46 pm »
Following the changes related to the shields maybe you could made new changes  for raise the probability of evasion that the craft will be hit as example.
The next step, such as XCom Apoc, could be the feature to add Craft Equipments items to the craft ... (there is the 4-craft-weapons option that could be useful for it)

Dude that's in for like, 2 years?... ever heard of Piratez' Thrusters and Targeters?

Offline davide

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1046 on: December 30, 2016, 06:35:43 pm »
I apologize but I have not play PirateZ too :-[

I will do it sure in the future :P

Offline Dioxine

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1047 on: December 30, 2016, 07:21:11 pm »
Mind blown :) But well, there is no easily accessible documentation so no wonder that requests get repeated...

Online Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1048 on: December 31, 2016, 04:57:06 pm »
New version is up.

2016-12-31
 - tech tree viewer spoiler protection (user option): https://openxcom.org/forum/index.php/topic,3626.msg76960.html#msg76960
 - paperdoll is clickable now (L/R/M-click and tooltip with optional armor weight)
 - more M-clicks (buy/sell/transfer GUIs)
 - manufacturing dependencies now opened via R-click (instead of M-click) on sell GUI
 - M-click in Select Armor popup window
 - fixed healing mind-controlled enemies (now possible)
 - alien inventory GUI: https://openxcom.org/forum/index.php/topic,4187.msg76841.html#msg76841
 - some fixes to ufo/craft shields: https://openxcom.org/forum/index.php/topic,5077.0.html
 - weapon damage info displayed only when pedia article is unlocked: https://openxcom.org/forum/index.php/topic,4187.msg76734.html#msg76734

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

Happy New Year!

Offline karadoc

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1049 on: December 31, 2016, 05:06:52 pm »
You've been making rapid progress with some serious improvements. Nice work!  :)

EDIT2: after some discussion, added the name [to the alien inventory screen] as well... it's spoiled on other places anyway, no big deal
This will make capturing a coordinator a lot easier. Was that a conscious decision which came up in your discussion?