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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 242076 times)

Offline Alex_D

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1080 on: May 05, 2022, 10:46:53 pm »
Sigh :(

You have submodded Piratez with "retainCorpses: true"... which effectively turns on the "Kill" button.
(I know about this scenario, it is correct, and I don't need a save to illustrate it)

I want to see a situation/save where "retainCorpses: false" and you can still somehow see the "Kill" button, as reported by Dioxine.

My bad, I didn't get it. The switch to "true" was a direct ruleset modification of Piratez.
As per the "retainCorpses: true", I cannot produce said "kill" case, as I think it isn't possible without a submod as you put it.
The OP in the Matrix Room who reported this issue wasn't clear if this was due to a stock or modded game.

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1081 on: May 10, 2022, 05:52:54 pm »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1082 on: May 10, 2022, 06:27:47 pm »
Is this info valid? https://github.com/MeridianOXC/OpenXcom/blob/66cadb7e5db5f2ba2a60c2b4dbeed33812acfa38/src/Basescape/NewResearchListState.cpp#L300

I think we do save it in `discovered` section of the save file...

yes, the info is valid.

in the `discovered` section, we save the discovered topics, not the unlocked topics

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1083 on: May 10, 2022, 07:26:34 pm »
ok, I see, thanks!

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1084 on: May 14, 2022, 10:34:23 pm »
Sorry for asking it may be 2nd time, but I still don't understand 2 stage ship mission capture mechanics. Last time I got cargo ship and stunned 2 aquatoids. One of them I left on desk but 2nd brought to Triton and put there. I managed to clear 2nd stage but aquatoid who left in Triton game consider as dead. That's sux cause I need him for research. So questions - still annoying bug in OXCE or it designed by default? What should I do next time to prevent deaths of captured aliens on 1st stage? Should I leave them outside Triton? And how about cruise ship as well? In some mobs (like TWoTS) no ship there at all just escape tile area.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1085 on: May 14, 2022, 11:21:46 pm »
I would need a save file before the end of the mission to explain what happened.

Without it I can just say I am not aware of any bugs.

Offline Alex_D

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1086 on: May 15, 2022, 09:13:24 pm »
I noticed OXCE Nightly has a new version. Since few versions ago OXCE shows the TUs and Energy available on the battlescape unit path in green and orange font, respectively. But the new version shows them in white font, making a bit difficult to tell which one is which at a glance. Is this a setting that can be reversed somewhere? Or there's a better way to do this?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1087 on: May 15, 2022, 09:54:37 pm »
I noticed OXCE Nightly has a new version. Since few versions ago OXCE shows the TUs and Energy available on the battlescape unit path in green and orange font, respectively. But the new version shows them in white font, making a bit difficult to tell which one is which at a glance. Is this a setting that can be reversed somewhere? Or there's a better way to do this?

Upper one is TU, lower one is energy.

The previous colors were confusing (for me at least), inconsistent with OXC and also didn't work in TFTD.
I fixed the colors and also several combinations of settings, which didn't work either.

Offline Alex_D

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1088 on: May 15, 2022, 10:30:57 pm »
Upper one is TU, lower one is energy.

The previous colors were confusing (for me at least), inconsistent with OXC and also didn't work in TFTD.
I fixed the colors and also several combinations of settings, which didn't work either.

Can those colors be part of a user setting?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1089 on: May 15, 2022, 10:50:43 pm »
Can those colors be part of a user setting?

Why are you asking me questions you know the answer to?

Yes, everything can be done.

I don't think the option is needed and I am very picky adding new user options.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1090 on: May 30, 2022, 09:29:00 am »
Why airlock no longer dismantle? Sometimes I need rebuild base in another location but now it's impossible to do. Checked vanilla TFTD and TWoTS both.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1091 on: May 30, 2022, 11:23:32 am »
Why airlock no longer dismantle? Sometimes I need rebuild base in another location but now it's impossible to do. Checked vanilla TFTD and TWoTS both.

A bug.
Will be fixed with the next release.

Offline psavola

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1092 on: June 03, 2022, 07:19:47 pm »
I noticed with TWoTS that the equipment given to the drones is not saved across missions, like with aquanauts, so when you always want to give them the same equipment, you need to do it every time. I suppose this could be an OXCE issue, rather than the mod? Shouldn't the equipment be treated the same way irrespective of whether you are equipping a soldier or an equipment-carrying drone?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1093 on: June 03, 2022, 08:59:39 pm »
Is the drone a HWP-like unit?
If yes, it doesn't really "exist" on geoscape like soldiers... and nothing can be saved on it.

Offline psavola

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Re: OXCE (OpenXcom Extended) main thread
« Reply #1094 on: June 03, 2022, 11:14:37 pm »
Is the drone a HWP-like unit?
If yes, it doesn't really "exist" on geoscape like soldiers... and nothing can be saved on it.

It's a 1x1 unit. So maybe yes. In some respects, it's different from traditional 2x2 HWPs. But I suppose the result is the same.

The differences are for example that some but not all 1x1 drones can examine and pick up items or bodies. So that feature is distinct from the size.

I wonder why a 2x2 HWP can't identify a body (whether it's alive or not, for example) while 1x1 can. I wonder if this has something to do with the precise location of 2x2 being undefined or something else.