aliens

Author Topic: [OLD] Old OXCE+ discussion thread  (Read 856355 times)

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1470 on: May 25, 2018, 06:13:49 pm »
So, try again

Dont come ufos, no terror missions, no base attack, no alien activity

How can i turn of the aliens? thats all, what i wanna :)

Save.
Open the save file.
Change the date.
Load.

Or, if for whatever reason, you don't want anything to happen and just watch the globe spin forever... delete everything from missionScripts.rul... but I fail to see how that helps with any testing.
« Last Edit: May 25, 2018, 06:16:36 pm by Meridian »

Offline Biggieboy

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Re: [OXCE+] Original discussion thread
« Reply #1471 on: May 25, 2018, 07:43:32 pm »
Save.
Open the save file.
Change the date.
Load.

Or, if for whatever reason, you don't want anything to happen and just watch the globe spin forever... delete everything from missionScripts.rul... but I fail to see how that helps with any testing.

This is the solution, thank you!

Offline Mechasaurian

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Re: [OXCE+] Original discussion thread
« Reply #1472 on: May 29, 2018, 04:24:20 pm »
Hi there, people.

I'd like to ask about two features in OXCE+.

The first is something missing - specifically, the "Predict UFO Trajectories" geoscape option. It's something which I'm a big fan of, yet is conspicuously missing in this version of OpenXCom, despite being present in the Nightlies.

The second is something that I want to get rid of -  fatally wounded soldiers dying after mission completion, even if I've won the engagement. I don't like it and want to switch it off. But, frustratingly, I see no such option to do so.

Would someone mind lending me a hand?

Offline ohartenstein23

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Re: [OXCE+] Original discussion thread
« Reply #1473 on: May 29, 2018, 05:11:14 pm »
The second is something that I want to get rid of -  fatally wounded soldiers dying after mission completion, even if I've won the engagement. I don't like it and want to switch it off. But, frustratingly, I see no such option to do so.

Would someone mind lending me a hand?

There is no way to switch this off, as it could happen by a number of methods such as the wounds themselves ticking down or health degeneration due to stun if you're playing Piratez.  This is why OXCE+ adds the message at the end of battle saying that you have wounded soldiers and gives you until the end of that turn to heal them before battle ends.

Offline Mechasaurian

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Re: [OXCE+] Original discussion thread
« Reply #1474 on: May 29, 2018, 05:36:42 pm »
There is no way to switch this off, as it could happen by a number of methods such as the wounds themselves ticking down or health degeneration due to stun if you're playing Piratez.  This is why OXCE+ adds the message at the end of battle saying that you have wounded soldiers and gives you until the end of that turn to heal them before battle ends.
Ah. I...see?

Where can I find a complete readme of all this gameplay mechanics stuff? I didn't see it in the OXCE+ files.

And, if I wanted the OXCE+ quality-of-life changes without the gameplay mechanics changes, does OXCE (without the "+") provide this option?

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1475 on: May 29, 2018, 05:41:59 pm »
The first is something missing - specifically, the "Predict UFO Trajectories" geoscape option. It's something which I'm a big fan of, yet is conspicuously missing in this version of OpenXCom, despite being present in the Nightlies.

This feature was intentionally removed, because it was buggy and very slow.

Where can I find a complete readme of all this gameplay mechanics stuff? I didn't see it in the OXCE+ files.

First 3 posts in this thread.

And, if I wanted the OXCE+ quality-of-life changes without the gameplay mechanics changes, does OXCE (without the "+") provide this option?

OXCE (without +) provides only mechanics changes, no QoL.

Offline Mechasaurian

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Re: [OXCE+] Original discussion thread
« Reply #1476 on: May 29, 2018, 06:15:07 pm »
Thank you for the response, @Meridian.

Those first 3 posts you mentioned are a behemoth, and a lot of it appears to be "here's a neat new feature that could be implemented by mods, but is not activated in stock OXCE+" (as opposed to mechanics that are changed, such as the aforementioned so you will have to forgive me for not finding what I was looking for in there.

I mean, I can't complain that you didn't document your changes, but holy wall of text, Batman!  :o For someone new stumbling into this, a smaller readme focusing on the gameplay changes of stock OXCE+ may well be useful.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1477 on: May 29, 2018, 06:28:41 pm »
This is the smallest I could make it... it could easily be 10x bigger.

And the aforementioned is there (unless you meant something else):

2017-08-16
 - Removed "Predict UFO trajectory" user option

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1478 on: June 03, 2018, 07:36:53 pm »
Meridian, i have a... request, maybe. Can you make it so, that different startingCondition will work for each mission stage, if there is more than one stages?

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1479 on: June 04, 2018, 01:25:37 am »
Meridian, i have a... request, maybe. Can you make it so, that different startingCondition will work for each mission stage, if there is more than one stages?

Yes, but not all modders may like it.

Can't you just define it on all stages manually?

Offline Ethereal

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Re: [OXCE+] Original discussion thread
« Reply #1480 on: June 04, 2018, 07:52:39 am »
By the way about the same. The music of the first phase of the mission works on the second stage of the same mission, no matter what is indicated in the control files. It's time to correct this. It is better to manually prescribe the conditions for each stage than such a hardcode.  :)

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1481 on: June 04, 2018, 08:58:20 am »
Yes, but not all modders may like it.

Can't you just define it on all stages manually?
I am speaking exactly about that.
I'm definining them for each stage, but works only first one. :(

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1482 on: June 04, 2018, 09:50:14 am »
I am speaking exactly about that.
I'm definining them for each stage, but works only first one. :(

Some things don't work, because they don't make sense... for example starting craft... once you have arrived in a skyranger in the first phase, it can't really be forbidden in the second phase.

But the following should work:
- armor transformations
- environmental conditions
- map background color
- palette transformations

These don't:
- allowed armors
- allowed vehicles
- allowed items
- allowed craft

Offline Nord

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Re: [OXCE+] Original discussion thread
« Reply #1483 on: June 04, 2018, 11:38:10 am »
What i need is "allowedItemCategories".
(For land mission going underwater)
Sad.

Offline Eddie

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Re: [OXCE+] Original discussion thread
« Reply #1484 on: June 04, 2018, 11:11:21 pm »
I have a question about retaliation missions spawning for shooting down UFOs. Is retaliation spawning prevented when a single base already has the "retaliationTarget: true" flag?

I'm not sure if this is an OXCE+ thing, but the behavior might be related to fixes regarding too much retaliation missions spawning.