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Author Topic: [OLD] Old OXCE+ discussion thread  (Read 855437 times)

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1095 on: January 25, 2017, 11:39:21 am »
Oh I see. Do you think Yankes might be interested in adding it?

Don't know, best to ask him directly I guess.

Offline Thirsk

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1096 on: January 26, 2017, 03:24:35 am »
So I asked Yanke and my wish wasn't granted sadly but all good! But now after playing around with OXCE, I have a question regarding the nightvision goggles and stealth guns scripts earlier in this thread. Would these work if I don't play X-Piratez but normal xcom?

Offline Yankes

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1097 on: January 26, 2017, 07:22:18 pm »
I should work with normal xcom, of corse if you use OXCE or OXCE+ exe.

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1098 on: January 26, 2017, 10:41:23 pm »
New version is up.

2017-01-26
 - Number of fatal wounds is now available parameter for bonuses
 - Soldier rank is now available parameter for bonuses (power, accuracy, dodge, regen, etc.)
 - Different salary per rank: https://openxcom.org/forum/index.php/topic,4830.msg78194.html#msg78194
 - Unhardcoded rank system thresholds
 - Weighted list of defaultArmors for startingConditions: https://openxcom.org/forum/index.php/topic,4444.msg78193.html#msg78193
 - Support for multiple units per rank per race: https://openxcom.org/forum/index.php?topic=5225.msg78016#msg78016
 - More detailed info on Intercept GUI
  * instead of OUT show Out/Patrolling/Returning/Intercepting/En route
  * instead of 249 hours, show 10d/9h
 - Tech tree viewer shows recruited persons

Download: https://drive.google.com/open?id=0B8itkFQbhj-YanI5N2xtUkdTMVk

New translations:

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_PERSON_RECRUITED: "Person recruited:"
      STR_DAY_SHORT: "{0}d"
      STR_HOUR_SHORT: "{0}h"
      STR_PATROLLING: "PATROLLING"
      STR_RETURNING: "RETURNING"
      STR_INTERCEPTING: "INTERCEPTING"
      STR_EN_ROUTE: "EN ROUTE"

Offline robin

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1099 on: January 27, 2017, 12:43:57 am »
Nice.

Question:
"retaliation: false" is vanilla only and in OXCE I need to use "retaliationAggression: -100", right? Or both? (I want to completely disable retaliation for the race).
Thanks.

Offline Yankes

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1100 on: January 27, 2017, 01:36:42 am »
Nice.

Question:
"retaliation: false" is vanilla only and in OXCE I need to use "retaliationAggression: -100", right? Or both? (I want to completely disable retaliation for the race).
Thanks.
"retaliation: false" was removed from OXC in this commit: https://github.com/SupSuper/OpenXcom/commit/4dbff3e56ea84fdeb340f7fc2dd2a587c37074af
Its now replaced by `missionScripts`.

"retaliationAggression" is responsible only for retaliation caused by shooting down enemy ufo.

This mean you need change both part to have 100% pacifist :)

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1101 on: January 27, 2017, 11:24:17 am »
"retaliation: false" was removed from OXC in this commit: https://github.com/SupSuper/OpenXcom/commit/4dbff3e56ea84fdeb340f7fc2dd2a587c37074af
Its now replaced by `missionScripts`.

That seems like a bug to me... I've notified Warboy.

EDIT: it is intended, more info: https://colabti.org/irclogger/irclogger_log/openxcom?date=2017-01-27#l138
« Last Edit: January 27, 2017, 12:53:56 pm by Meridian »

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #1102 on: January 27, 2017, 04:49:46 pm »
v2016-08-07
  + Added possibility to manufacture scientists, engineers and soldiers

Added attributes "spawnedPersonType" and "spawnedPersonName" for manufacture projects.
Cannot use auto-sell button for such projects.
Each project reserves 1 living space.

Examples:

Code: [Select]
    spawnedPersonType: STR_ENGINEER # puts 1 engineer in the base directly, no transfer time

    spawnedPersonType: STR_SCIENTIST # puts 1 scientist in the base directly, no transfer time

    spawnedPersonType: STR_SOLDIER_S # creates a transfer (same as with buying), soldier (of the given type) will arrive after some time
    spawnedPersonName: STR_TEST_NAME # optional, e.g. John McClane

Changes:
1/ Engineers and scientists now come via Transfers, same as Soldiers... instead of being added to base immediately.
2/ Transfer time has been hardcoded to 24 hours (instead of taking the usual personnel transfer time from ruleset, default 72 hours).

Offline clownagent

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Re: Meridian's resources and mods for X-PirateZ
« Reply #1103 on: January 27, 2017, 09:24:49 pm »
Changes:
1/ Engineers and scientists now come via Transfers, same as Soldiers... instead of being added to base immediately.
2/ Transfer time has been hardcoded to 24 hours (instead of taking the usual personnel transfer time from ruleset, default 72 hours).

The feature of "manufacturing soldiers" is very interesting.
I tried to implement via ruleset pure "manufacture based" hiring of staff, but I could not switch off the normal hiring process in the "purchase screen". Is the normal hiring process hard-coded (I know that price and transfer time can be modified)?

Offline Meridian

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Re: Meridian's resources and mods for X-PirateZ
« Reply #1104 on: January 27, 2017, 09:34:51 pm »
The feature of "manufacturing soldiers" is very interesting.
I tried to implement via ruleset pure "manufacture based" hiring of staff, but I could not switch off the normal hiring process in the "purchase screen". Is the normal hiring process hard-coded (I know that price and transfer time can be modified)?

Just add a research requirement to the relevant soldier type (or set buy cost to 0) and you won't be able to buy them.
Scientists and engineers are hardcoded.
« Last Edit: January 27, 2017, 09:39:54 pm by Meridian »

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1105 on: January 28, 2017, 03:54:29 pm »
Hello, Id like to request something if possible.
Can you make a numerical stat display appear in rightmost column in an Armor screen after sorting is done, just like it appears in a Crew screen?
It not that big of a deal, as I can see those stats in a different screen and equip armour through inventory, but all those extra clicks add up quickly and contribute to micromanagement fatigue. And having both screens sorting function work visually same would be aesthetically nice, I think. Also, consistency between screens and sameish functions.

In vanilla (English) it would work, see attached.
In other mods/languages, it might be cut off, example attached as well.

Who likes it?
Who doesn't?

Ideas?
E.g. should I remove the arrows column instead? See attached.
« Last Edit: January 28, 2017, 04:07:22 pm by Meridian »

Offline robin

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1106 on: January 28, 2017, 04:10:35 pm »
+1 vote for not removing the arrows.


Anyway; I got some missing strings, see attachment.


Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1107 on: January 28, 2017, 04:15:37 pm »
Anyway; I got some missing strings, see attachment.

They are new
(and I'm lazy to update the missing strings mod with each new version).

I'll update it tomorrow :)

Offline robin

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1108 on: January 28, 2017, 04:29:42 pm »
and I'm lazy to update the missing strings mod with each new version.
I do that too, all the time.  :P


How do I enable portraits instead of ranks (in battlescape) (And tiny ranks too obviously) ?
I can see in Piratez that it adds individual rank sprites and tinyranks in extraSprites. But I suspect there's more.

Offline Meridian

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Re: [OXCE+] Meridian's resources and mods for (not only) X-PirateZ
« Reply #1109 on: January 28, 2017, 04:51:45 pm »
How do I enable portraits instead of ranks (in battlescape) (And tiny ranks too obviously) ?
I can see in Piratez that it adds individual rank sprites and tinyranks in extraSprites. But I suspect there's more.

Portraits are enabled by defining a background image for the portrait:

Code: [Select]
  - type: AvatarBackground
    singleImage: true
    files:
      0: Resources/....

Then for each soldier type, you can/need to define, which paperdoll is used (empty=current armor, set=given armor) and which section of the paperdoll is used (x,y):

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    armorForAvatar: STR_BARBARIAN_RAGS_UC # leave empty for currently worn armor
    avatarOffsetX: 66
    avatarOffsetY: 43

Tiny ranks are enabled by defining an image, which contains the tiny ranks:

Code: [Select]
  - type: TinyRanks
    width: 42
    height: 7
    subX: 7
    subY: 7
    files:
      0: Resources/...