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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 90733 times)

Offline Ham

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Re: OXCE (OpenXcom Extended) main thread
« Reply #600 on: July 09, 2020, 01:40:03 am »
Hi Meridian While I was away, I got a good and useful idea for the next update (if it was possible and not discussed)

The fact is that when the ship returned to the base, it was first refueled, then the weapon was reloaded, and then repaired.

I had frequent cases when the ship is more or less in good condition, but its repair will last 1-2 days, there is no ammunition and there is nothing to destroy the enemy, because it is first repaired, then refueled and only then rebooted. weapons (although refueling is fast enough)

Is it possible (more precisely, it is possible) to change the order of these actions in order to simplify the war with the enemies of the Emperor? (yes, chaos got me. there are many of them)

Thank you in advance!

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #601 on: July 09, 2020, 09:20:42 am »
It would be possible to change it.

But I don't want to change it, I want to stay compatible with the original.

Offline Ham

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Re: OXCE (OpenXcom Extended) main thread
« Reply #602 on: July 11, 2020, 02:53:22 am »
Meridian! I have one more suggestion ... This will be useful for mods.

Can you make certain armor or weapons available only to a soldier with the appropriate rank? “As an example: in a 40K mod, Astartes with the title Captain can wear captain's armor when an ordinary Battle Brother cannot.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #603 on: July 11, 2020, 12:12:13 pm »
I'll consider it if the 40k modders show interest in it.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #604 on: July 16, 2020, 10:23:53 pm »
Quick question, since I haven't found anything in the reference:

Is it possible to modify movement costs on a per-armor basis, especially the amount of TUs it takes to transition from ground to air and movement costs while in the air/hovering?
« Last Edit: July 16, 2020, 10:25:55 pm by krautbernd »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #605 on: July 16, 2020, 11:32:27 pm »
Is it possible to modify movement costs on a per-armor basis, especially the amount of TUs it takes to transition from ground to air and movement costs while in the air/hovering?

No, movement cost depends on what you're walking on/flying through/swimming through.
Who is walking makes no difference.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #606 on: July 17, 2020, 05:54:55 pm »
How hard woudl it be to implement an armor-based modifier that adds or substracts a certain amount of TUs based on the movement/transitions? Would that even be feasible?

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #607 on: July 17, 2020, 06:27:23 pm »
I suppose it would have to be a multiplier of the movement cost. Still, considering how low these numbers are (4 or 6 TUs, not even counting running), it would probably lead to weird effects if the multiplier isn't chosen carefully.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #608 on: July 17, 2020, 07:57:27 pm »
How hard woudl it be to implement an armor-based modifier that adds or substracts a certain amount of TUs based on the movement/transitions? Would that even be feasible?

Hard and VERY frustrating.

Just unhardcoding the kneel/unkneel/turn costs is on my todolist for years. And I didn't have the mental strength to start it yet.
« Last Edit: July 17, 2020, 07:59:53 pm by Meridian »

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #609 on: July 17, 2020, 08:25:03 pm »
I suppose it would have to be a multiplier of the movement cost. Still, considering how low these numbers are (4 or 6 TUs, not even counting running), it would probably lead to weird effects if the multiplier isn't chosen carefully.
I was thinking more about a bonus/malus instead of an actual multiplier (as in, movement on the ground costs +2, flying +4) for that very reason, I might have worded that badly. I am trying to mod a flying armor that is downsized and takes more time to traverse from walking to flying and isn't quite as fast in the air.

I have no idea if this can be done via scripts instead. I was hoping I simply missed something in the reference, but seeing how niche this is I'll shelve this idea for the time being. Thanks for the explanation Meridian  :)
« Last Edit: July 17, 2020, 08:36:07 pm by krautbernd »

Offline TheDeparted

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Re: OXCE (OpenXcom Extended) main thread
« Reply #610 on: July 19, 2020, 01:23:06 pm »
Hello, everyone!

Can anyone tell me where I could find the changelog for openxcom extended?
« Last Edit: July 19, 2020, 01:24:44 pm by TheDeparted »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #611 on: July 19, 2020, 03:21:27 pm »
Can anyone tell me where I could find the changelog for openxcom extended?

Here: https://openxcom.org/forum/index.php/topic,4187.0.html

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #612 on: August 23, 2020, 06:38:33 pm »
New OXCE v6.6 is up.

2020-08-22
QoL:
- Color-coded disabled research in TechTreeViewer (UFO=grey, TFTD=red)
- Save also worn armor in the personal equipment layout
- Display summary of destroyed base facilities after a missile strike
- Improved "don't follow projectiles" option a bit

Modding:
- 'manaExperience' - now also supported for psi-amps (incl. unsuccessful attempts)
- 'turnBeforeFirstStep' - option to charge TUs for turning before the first step
- 'turnCost' - unhardcoded TU cost of turning (doesn't apply to tank turret movement)
- Removed unused 'difficultyBasedRetaliationDelay' mod option
- Added 'difficultyDemigod' mod option (from OXC)
- Added XcomUtil_Fighter_Transports_TFTD standard mod
- Added XcomUtil_Triton_Weapon_Slot standard mod

Other:
- Craft weapons+ammo and HWPs+ammo now count properly towards storage limits... this was done to fix various situations where player was stuck on SELL screen
  * Hangars in xcom1/xcom2 were given +5 storage space to offset new storage counting and to be compatible with original XCOM (not with OpenXcom)
  * Used/Total storage space at the beginning of the game is as follows:
    * XCOM: 36/50 (14 free)
    * OXC:  40/50 (10 free)
    * OXCE: 51/65 (14 free)
- Added mod option to define whether a base facility should have any storage tiles during base defense or not
  * Hangars in xcom1/xcom2 were marked as not having any storage tiles

Scripting:
- RuleItem.getPower, RuleItem.getDamageType and many more damage-related getters
- RuleItem.hasCategory
- Tile.getPosition.getX, Tile.getPosition.getY, Tile.getPosition.getZ, Tile.getFire, Tile.getSmoke, Tile.getShade, Tile.getUnit, Tile.getFloorSpecialTileType, Tile.getObjectSpecialTileType

Bugfixes:
- Fixed crash-land condition for kamikaze and unmanned UFOs
- Fixed validations when building base facilities after a missile strike or base defense
- Fixed average monthly rating calculation in Statistics screen
- Shooting at yourself doesn't count as being shot at (diaries/commendations)
- Fixed item distribution during base defense (checkerboard pattern), broken since oxce v6.0
- Added storage check after geoscape events
- Added storage check after missile strikes

Ruleset validation:
- Displaying up to 30 validation errors at once
- Added more ruleset consistency checks

Technical:
- Removed palette switching on all images every time a new screen is opened
- Fixed crash/UB when recovering psi-captured zombies

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

Offline xcomfan

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Re: OXCE (OpenXcom Extended) main thread
« Reply #613 on: August 24, 2020, 04:08:57 pm »
Good! Please note that in linux (usin Ubuntu MATE) still in 6.6 gives a bug "GMINTRO01 music not found", don't know if it's xpiratez related but it's solved by set playintro=true to false in options.cfg. Log is attached anyway :)
« Last Edit: August 24, 2020, 07:36:42 pm by xcomfan »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #614 on: September 09, 2020, 03:47:56 pm »
New OXCE v6.6.1 is up.

2020-09-09
QoL:
- Improved hit log calculations a bit (when hp/stun damage are negative)

Modding:
- Added support for a fixed location/name starting base (Important: fix either location or location+name... never fix only the name, game will not work correctly if you fix only the name!!)
- Research projects with base cost = 1 cannot roll final cost = 0 anymore

Bugfixes:
- Fixed alien containment dismantle check
- Fixed a crash when AI used up one ammo from a multi-ammo weapon
- OXC: enemy melee reaction doesn't invalidate attacker's aim status anymore

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
« Last Edit: October 28, 2020, 04:43:45 pm by Meridian »