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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 310797 times)

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #480 on: April 23, 2020, 02:21:23 pm »
I'm not talking about medkit, it's missing body of wounded guy on the floor when you use "I" on you aquanaut who step on it.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #481 on: April 23, 2020, 02:46:40 pm »
I'm not talking about medkit, it's missing body of wounded guy on the floor when you use "I" on you aquanaut who step on it.

that's normal... same as in TFTD

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #482 on: April 23, 2020, 02:53:34 pm »
Really? But why? No sprite for dead (wounded) civilian body? Same mechanics like impossible to pick up due to missing 2x2 unit (Hallucinoid or etc)?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #483 on: April 23, 2020, 03:03:51 pm »
no sprite

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #484 on: April 23, 2020, 08:12:22 pm »
Why when I canceled production I'm not getting refund and my money are gone? I understand when I produce multiply items, so no refund for already produced, but when I making single expensive item and it's not ready yet money just gone.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #485 on: April 23, 2020, 08:29:57 pm »
same as vanilla

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #486 on: April 23, 2020, 08:49:37 pm »
Any possibility to change it? May be with some yes/no via main menu option in future OXCE releases?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #487 on: April 23, 2020, 09:12:01 pm »
Any possibility to change it? May be with some yes/no via main menu option in future OXCE releases?

It can already be changed. There is a refund attribute in manufacture ruleset.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #488 on: April 27, 2020, 09:14:11 pm »
About Hunter Killers. I'm asking myself now - what the reason use dogfight screen when it attacks any x-com craft what have no weapons to protect itself and not have escort too. The result one - you will lose you ship, will you wait until USO kills it eventually or just press self destruct button. But it useful and result could be same if you running out of ammo on you interceptor and enemy USO still not destroyed. May be in future just remove it and use information screen like "You craft were destroyed but enemy USO"? It's just save time. Not great suggestion may be, so glad to hear you opinions or ideas.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #489 on: April 27, 2020, 10:43:42 pm »
You have time to Alt-F4 :>

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #490 on: April 28, 2020, 12:30:47 pm »
Regarding HKs:
Would it be possible for crafts to retain their target after escaping interception?
When a craft is faster than a HK, it can escape the interception. But when landing at the base, crafts slow down.
I have had cases, when a craft ran out of ammo and was caught just as it was landing. It could escape the interception, but the zoom-in for the next interception started before I could order it to go somewhere else, to outpace the UFO.
But because after escaping interception, the craft tries to return to base, it just continued trying to land.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #491 on: April 29, 2020, 11:28:35 pm »
I pushed small change yester day to scripts, I allowed to get tag from rule (like RuleArmor or RuleItem) from game object (BattleItem or BattleUnit).
This skip some boilerplate when you want check one tag armor tag from some unit and you need access armor itself before hand.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #492 on: April 30, 2020, 10:23:53 pm »
How many interceptors can escort you craft? 2 maximum? Any limitation in code and dogfight phase?

Offline vadracas

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Re: OXCE (OpenXcom Extended) main thread
« Reply #493 on: April 30, 2020, 10:30:50 pm »
At least three, but I bet 6-9.

Offline ohartenstein23

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Re: OXCE (OpenXcom Extended) main thread
« Reply #494 on: April 30, 2020, 10:37:37 pm »
There's not a limit on the number of craft that can follow one, but only 4 are allowed in an interception at once, and you can't bring in new craft unless all your interceptors are at standoff range and you can minimize the windows.