aliens

Author Topic: [OLD] Old OXCE+ discussion thread  (Read 857364 times)

Offline robin

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Re: [OXCE+] Original discussion thread
« Reply #1545 on: June 30, 2018, 04:26:36 pm »
How do I add shields?
I looked into XCom Files ruleset but my mind was shattered.
My goal is to add them to one alien or two and to agent armors.

I found this:

armors:
  - type: MY_ALIEN_ARMOR
    tags:
      ARMOR_ENERGY_SHIELD_CAPACITY: 100
      ARMOR_ENERGY_SHIELD_PER_TURN: 10
      ARMOR_ENERGY_SHIELD_FLASH_COLOR: 9  # starts from 0 or from 1?
      ARMOR_ENERGY_SHIELD_TYPE: 0  # what is this?


Do I need to add all the stuff under  the "extended/scripts" section?
I don't need the "vampiric" ability.

Bonus questions:
is damage to the shield energy affected by the resistances defined for the armor?
Damage to the shield energy is BEFORE armor right?

Thanks.

Offline ohartenstein23

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Re: [OXCE+] Original discussion thread
« Reply #1546 on: June 30, 2018, 05:33:09 pm »
The energy shield scripts are spread across that file between multiple sections; while you don't need the full file, it's easier to just keep the rest of the scripts than to cut out what you don't use.

The shields are considered before any armor, and they have their own set of resistances and damage types they're effective against. The TYPE tag determines which set of resistances to use - XCF has 4 different types, 0, 1, 2, and 3. Piratez has 3, but there's more explanation of what each type does in the pedia. There's a specific part of script that you'd need to edit to get different types.

The COLOR tag determines which color group the shield uses. It corresponds to the 16-color rows of the battlescape palette, so 0 means greys, 1 means the next row down, etc.

If you would like, I can prepare a pared-down version of the file with just the shields on armor, but I'd need to know a bit more what you're thinking about for resistances and types.

Offline Player701

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Re: [OXCE+] Original discussion thread
« Reply #1547 on: June 30, 2018, 09:25:58 pm »
Because if you could train Throwing Accuracy in a few turns of throwing items, your men would max out this stat on day 1, without even leaving the base... The hangar is a suitable place for practicing throws.
If that is not illogical, what is?

And then you'd be able to train other stats without even leaving the base too, e.g. firing accuracy in a shooting range, or stamina by exercise etc. But I don't really care about the realism aspect of the game anyhow, so I don't think there's much point in discussing this...

Online Solarius Scorch

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Re: [OXCE+] Original discussion thread
« Reply #1548 on: July 01, 2018, 12:42:05 pm »
And then you'd be able to train other stats without even leaving the base too, e.g. firing accuracy in a shooting range, or stamina by exercise etc. But I don't really care about the realism aspect of the game anyhow, so I don't think there's much point in discussing this...

That's fine for one half of the problem... Even though I do care about keeping as much realism as we can, this isn't Super Mario Bros.
But the gameplay issue remains, and as I said, it is the dominant one. A system which rewards you for doing boring, silly and nonsensical actions (like throwing your weapons 1 tile away for exercise near the end every battle) is not a good design at all.

Offline Yankes

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Re: [OXCE+] Original discussion thread
« Reply #1549 on: July 01, 2018, 02:53:14 pm »
(...), silly and nonsensical actions (like throwing your weapons 1 tile away for exercise near the end every battle) is not a good design at all.
But college students do exactly this with theirs caps :>
This represents joy of solder that survive another bloody battle with alien menace :)

Offline Ethereal

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Re: [OXCE+] Original discussion thread
« Reply #1550 on: July 01, 2018, 04:48:22 pm »
And all would be nothing if for the killed grenades would give the same experience, as well as at firing. In addition, the accuracy can be pumped by conventional pistols (or knives in hand-to-hand) on an impenetrable Sectopod, and with throwing it will not work.

Offline nuuren

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Re: [OXCE+] Original discussion thread
« Reply #1551 on: July 03, 2018, 05:43:09 pm »
So the download link for Windows version of the https://openxcom.org/forum/index.php/topic,5258.0.html seems to be broken, anyone got an alternative link?

Tried to "mod" nightly build with the github version of OXCE+ but to avail.

Offline SIMON BAILIE

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Re: [OXCE+] Original discussion thread
« Reply #1552 on: July 03, 2018, 07:10:03 pm »
Yes see attached.

Offline Stoddard

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Re: [OXCE+] Original discussion thread
« Reply #1553 on: July 04, 2018, 02:03:25 am »
Downloads back online, sorry for the interruption.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1554 on: July 05, 2018, 09:36:26 pm »
New OXCE+ version is up.

2018-07-05
 - Language updates OXCE+ (pl, ro, cs, ja, ru, hu)
 - Language updates OXC (pl, pt, it, lb, da, ja, ro)
 - Scroll ground inventory backwards (shift-click or right-click)
 - Extra nerdy pedia info (accuracy multiplier and power bonus); "extraNerdyPediaInfo: true" global variable
 - Motion scanner QoL (idea by redv); hold ALT after using motion tracker
 - Reintroduced vanilla tile damage calculation
 - Fixed some hunter-killer CTD corner cases
 - Added no experience indicator (Ctrl+E in battlescape)
 - Added shock indicator (alert for negative HP regen)
 - Keeping scroll position of tables when returning from other screens
   * ufopedia select, new research, new manufacture and craft equipment GUIs
 - Added default radar range (672 nm) for UFOs
 - Damage indicator in the Inventory (hold ALT and point at the item)

Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10b-8fda9f8a6-2018-07-06-win32.7z
« Last Edit: July 07, 2018, 03:06:10 pm by Meridian »

Offline SIMON BAILIE

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Re: [OXCE+] Original discussion thread
« Reply #1555 on: July 06, 2018, 08:03:30 pm »
I have started a new run through of TFTD and started the game with oxce+ of 20/06/18 but have just upgraded to 3.10b of 05/07/18 but I'm getting a crash at the end of a mission. Just stun the last Aquatoid and then the crash happens. But I have put the saved game through 3.10a of 20/06/18 with same settings and same mods(about 10) and the mission finishes normally. I'm unsure what is going on here but I like the new feature in your latest oxce+(ALT with the motion scanner), that was the main reason I upgraded as I normally avoid upgrading in the middle of a run through. I can continue on with the earlier oxce+ but would like to keep using the new features of the latest oxce+. Thanks in advance.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1556 on: July 06, 2018, 08:23:35 pm »
It doesn't crash for me.

Can you upload these mods, so that I can try with them too?

Code: [Select]
  - "commendations-tftd-fix ver: 1.0"
  - "cooperssmoke ver: 1.0"
  - "Disruptor Cannon ver: 1.5"
  - "EXPGAUSS ver: 1.0"
  - "TFTD HAMMERHEAD v1.0 ver: 1.0"
  - "MegaVolt_InventorySlotMod10 ver: 1.0"
  - "Moray ver: 1.01"
  - "NO SHIPPING TERROR v1.0 ver: 1.0"
  - "Viewing Range ver: 1.0"
  - "zrbiteflares ver: 1.0"

Offline SIMON BAILIE

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Re: [OXCE+] Original discussion thread
« Reply #1557 on: July 06, 2018, 08:48:13 pm »
All 10 user mods are in the attached zipped file.

Offline Meridian

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Re: [OXCE+] Original discussion thread
« Reply #1558 on: July 06, 2018, 09:20:30 pm »
Same version, same mods, same config file, no crash...

Maybe try to install again?
Can someone else try?

Offline SIMON BAILIE

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Re: [OXCE+] Original discussion thread
« Reply #1559 on: July 06, 2018, 09:38:54 pm »
I'll try a reinstall with the user folder from the old one and let you know how it goes.