Author Topic: OXCE (OpenXcom Extended) main thread  (Read 113301 times)

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #675 on: November 02, 2020, 02:51:29 pm »
Meridian, I'm sorry to bother you, but there is one more thing. If soldierDiaries (soldierDiaries: false) is disabled, can the "DIARY" and "STATISTICS" buttons be disabled? And what's the point in them, with statistics disabled?

I will disable the Diary.

In Statistics, I will only hide the fields that depend on the Diary.

PS: if you load a save, which does contain soldier diaries, they will also not be visible
« Last Edit: November 02, 2020, 02:59:42 pm by Meridian »

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #676 on: November 02, 2020, 03:48:29 pm »
Thanks.
It is sometimes interesting to play without statistics. In a retro style, might say.

Ideally, if the statistics were disabled, the counter of the stunned remained, like the counter of the killed. But I already wrote about it.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #677 on: November 03, 2020, 12:27:47 pm »
Is there a quick way, while maintaining the inability to use alien artifacts, to allow them to be loaded onto the ship?

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #678 on: November 03, 2020, 12:33:59 pm »
Is there a quick way, while maintaining the inability to use alien artifacts, to allow them to be loaded onto the ship?

no

Online RSSwizard

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Re: OXCE (OpenXcom Extended) main thread
« Reply #679 on: November 05, 2020, 06:22:17 am »
Encountering some issues modding OXCE (on android). Dunno if I did something wrong or what.

Coelacanth/Gauss
Changed the gauss cannon ammo to do explosive damage and reduced power to 50.
But in DamageAlter I tweaked all the stats including ToTile to do 3 times what it would normally do (and turned randomHealth, randomWound, randomStun off). And added ResistType: 4 and FixRadius: 3.

The idea here is a shot so powerful it causes a small explosion and concentrated damage. But by using 50 Power it visually displays a small explosion to match its size. By doing x3 stats it should effectively leverage on everything as if it was 150 damage (then 120, 90 adjacent).


But...
Then noticed in Ship Terror Mission the shots are Not damaging the regular steel walls that a Sonic Pulser will blow open (even at Power 50 and ToTile 1.5). With several shots, so its not just crap damage rolls.

And on a different ammo type (Gas Cannon AP) that I did the same thing to it Is Not displaying in the Ufopaedia that it does (ResistType: 1) Armor Piercing, it still lists High Explosive there.


Has ResistType and ToTile been turned off?

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #680 on: November 05, 2020, 11:26:03 am »
Can't say anything without seeing the full runnable mod.

Online RSSwizard

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Re: OXCE (OpenXcom Extended) main thread
« Reply #681 on: November 06, 2020, 03:56:51 am »
Can't say anything without seeing the full runnable mod.

As noted the hwp gauss doesn't seem to do much damage. Two hits to the coral shale only damaged the urchins on it. I forget the mcd armor of the shale pieces but it should be getting hit vs 75.

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #682 on: November 06, 2020, 10:19:59 am »
As noted the hwp gauss doesn't seem to do much damage. Two hits to the coral shale only damaged the urchins on it. I forget the mcd armor of the shale pieces but it should be getting hit vs 75.

You have 56 syntax errors there.
Sample attached as screenshot.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #683 on: November 06, 2020, 10:13:14 pm »
Question about panic, berserk and losing morale as aliens. I know what OXCE long time ago has changed algorithm about how aliens lose moral, it's in patch (release) notes. That's fine. I'm accepting the rules. According the last, enemy morale drops slow in large groups. But I've found strange thing what confuse me - playing TWoTS on experienced I almost not encountered any panics from missions what have big USOs (large or very large) and vise versa - on superhuman when I kills a lot of enemies they start panic or even surrender. So why this happened? How it working - on % of remain live aliens on map in compare with 100% of them when mission starts or it's fixed number not depending on %, so low difficulty has less enemies on map at beginning and chance of panic significantly lowers? Could it be affected but mod .rul files with (or) errors in it? How difficulty works? Thank for answers in advance.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #684 on: November 06, 2020, 10:52:35 pm »
Idea is simple, if enemy loose 1% of its units it should not make panic. Even its is 100 units (of 10000).
You can image this as if there is lot of units then each morale loose is multiplied by 0.01, if there is only 10 units then its multiplied by 1

Online RSSwizard

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Re: OXCE (OpenXcom Extended) main thread
« Reply #685 on: November 06, 2020, 11:35:46 pm »
You have 56 syntax errors there.
Sample attached as screenshot.
They're Case-Sensitive?
Sorry about that, didn't know.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #686 on: November 07, 2020, 08:48:40 pm »
Sorry for asking again about pilots but I'm using now interceptor which require two of them. So question - how additional evasion and accuracy stats works now? Is it adding average of both guys? I mean formula is addstat=(statguy1+statguy2)/2 ? I'm asking because both my guys has +18 on accuracy if they used alone in one pilot interceptor craft. But now in two pilots the bonus stats stays +18 not +36. Thanks for explanation in advance.

Online Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #687 on: November 08, 2020, 01:31:20 am »
Sorry for asking again about pilots but I'm using now interceptor which require two of them. So question - how additional evasion and accuracy stats works now? Is it adding average of both guys? I mean formula is addstat=(statguy1+statguy2)/2 ? I'm asking because both my guys has +18 on accuracy if they used alone in one pilot interceptor craft. But now in two pilots the bonus stats stays +18 not +36. Thanks for explanation in advance.

yes, it's averaged

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #688 on: November 08, 2020, 02:38:11 pm »
Sorry for asking it here, but I have not saw Nord for long time (hope he is fine!). TWoTS latest. For some reason I can't dismantle one empty sub pen at base 1 until I sell D.U.P head torpedoes and other ship equipment. Is this because I'm almost lack of space and sub pens provide some small additional storage space too? Save file for investigation.

Offline tarkalak

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Re: OXCE (OpenXcom Extended) main thread
« Reply #689 on: November 08, 2020, 10:54:22 pm »
Sorry for asking it here, but I have not saw Nord for long time (hope he is fine!). TWoTS latest. For some reason I can't dismantle one empty sub pen at base 1 until I sell D.U.P head torpedoes and other ship equipment. Is this because I'm almost lack of space and sub pens provide some small additional storage space too? Save file for investigation.

Without looking at your save: Probably yes.

Hangars do give some storage space and it is probably the same in this mod. You can check in the Stats for Nerds section of the Hangar ufopaedia.