Author Topic: OXCE (OpenXcom Extended) main thread  (Read 76849 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