Author Topic: OXCE (OpenXcom Extended) main thread  (Read 457130 times)

Online Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #75 on: February 22, 2019, 04:01:22 pm »
P.S. Sometimes slave-piloted tanks disappear from FORTUNA on missions, going to ckeck it once again and write a bugreport.

In the next OXCE version, 2x2 soldiers will always be deployed first, ignoring their position in the list.

They won't disappear anymore, but you won't be able to define their exact position anymore (for example you won't be able to move them to the craft's rear end).

Offline Solarius Scorch

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Re: OpenXcom Extended (OXCE) main thread
« Reply #76 on: February 22, 2019, 04:23:42 pm »
Praise the Lord! It was such a headache. Thanks!

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #77 on: February 24, 2019, 07:40:21 am »
In the next OXCE version, 2x2 soldiers will always be deployed first, ignoring their position in the list.

They won't disappear anymore, but you won't be able to define their exact position anymore (for example you won't be able to move them to the craft's rear end).

Do not quite understand, it will apply to all 2x2 player units, including HWP, or only a big soldier?
« Last Edit: February 24, 2019, 07:44:35 am by Ethereal »

Online Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #78 on: February 24, 2019, 11:18:41 am »
Do not quite understand, it will apply to all 2x2 player units, including HWP, or only a big soldier?

Old order:
1. HWPs first (in list order)
2. then Soldiers (in list order)

New order:
1. HWPs first (in list order)
2. then 2x2 Soldiers (in list order)
2. then 1x1 Soldiers (in list order)

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #79 on: February 24, 2019, 11:40:37 am »
The fact is that HWPs can be small - 1x1. Not only 2x2. This is taken into account?

It would be more correct to do:

order:
1. 2x2 HWPs
2. 2x2 Soldiers
3. 1x1 HWPs
4. 1x1 Soldiers
« Last Edit: February 24, 2019, 11:53:21 am by Ethereal »

Online Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #80 on: February 24, 2019, 11:59:44 am »

Online Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #81 on: March 05, 2019, 04:43:38 pm »
New OXCE v5.3 is up.

2019-03-05
 - Added lazy loading as a GUI user option
 - Ability to specify minimum required OXCE version per mod: https://openxcom.org/forum/index.php/topic,6945.0.html
 - Added script support for stat bonuses, including:
  * Items: damageBonus, meleeBonus, accuracyMultiplier, meleeMultiplier, throwMultiplier, closeQuartersMultiplier
  * Armors: psiDefence, meleeDodge, recovery (time, energy, morale, health, stun)
 - Ctrl+Alt+New Project to sort the research list by cost
 - Ctrl+Alt+Inventory to delete soldiers' equipment layouts
 - Always deploy 2x2 xcom soldiers first, ignoring their position in the list
 - When transferring aliens, check store space too (not only alien containment)
 - Prison check on Purchase: https://openxcom.org/forum/index.php/topic,6917.msg110499.html#msg110499
 - Facilities that cannot be built in a base yet/anymore are shown at the bottom of the list
 - Panic/berserk sounds: https://openxcom.org/forum/index.php/topic,6921.0.html
 - Changed language loading to default to en-US when translations are missing.
   * Prioritize untranslated text over incorrect text. Modders, you can stop copy-pasting en-US to en-GB.
 - User option cleanup: https://openxcom.org/forum/index.php/topic,6880.0.html
 - Different alien inventory background for xcom soldiers: https://openxcom.org/forum/index.php/topic,5047.msg109930.html#msg109930
 - Highlight colors in Ufopedia: https://openxcom.org/forum/index.php/topic,6883.0.html
 - Option for AI to pick up weapons more actively: https://openxcom.org/forum/index.php/topic,6882.0.html
 - Changed slo-mo hotkey from F8 to Alt+F8
 - Added burning indicator to alien inventory view
 - Allow to recover spawned xcom units as civilians
 - Added randomized manufacturing: https://openxcom.org/forum/index.php/topic,6867.0.html
 - Added new script to change move sound: https://openxcom.org/forum/index.php/topic,6758.msg109325.html#msg109325
 - Ability to transform items during recovery: https://openxcom.org/forum/index.php/topic,6868.0.html
 - Self-destruct button in Dogfight: https://openxcom.org/forum/index.php/topic,5717.msg108512.html#msg108512
 - HKs don't attack craft returning from a mission anymore
 - Unhardcoded (underwater) breathing animation (per armor)
 - Added option to disable underwater sounds
 - Added option to disable ocean shading on the globe
 - Armor transformation support for aliens and civilians
 - Walls can now generate light too (not only floor and objects)
 - Engine: reduced idle CPU burn
 - Engine: added zip loader: https://openxcom.org/forum/index.php/topic,6922.0.html
 - various bugfixes

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

niculinux

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Re: OpenXcom Extended (OXCE) main thread
« Reply #82 on: March 05, 2019, 05:29:57 pm »
Another cool relase! I'd humbly advice to post changelogs for the future in another dedicated thread, if possible :)

Offline Shiroi Bara

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Re: OpenXcom Extended (OXCE) main thread
« Reply #83 on: March 11, 2019, 01:40:26 pm »
Is anyway to change % of Hunter Killers UFOs dependence on difficulty? Interesting on both parameters: % that UFO what you encounter has chance been HK and % of their hunter attack missions. if it possible, what changes I need make in rules set files?

Online Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #84 on: March 11, 2019, 01:51:37 pm »
Is anyway to change % of Hunter Killers UFOs dependence on difficulty? Interesting on both parameters: % that UFO what you encounter has chance been HK and % of their hunter attack missions. if it possible, what changes I need make in rules set files?

No, currently not.

Offline Shiroi Bara

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Re: OpenXcom Extended (OXCE) main thread
« Reply #85 on: March 12, 2019, 09:45:36 am »
Thanks for fast reply. Any plans of this feature in future releases? Is it even possible with current rules set format?
I have discovered some interesting bug (or not?) with liquid oil explosion on those kind of maps:

If you shoot it, it will explode with long chain, blow, blow, blow.... etc. Sometimes it took 2-3 real life minutes to finish. If you shoot same in classic openxcom, it exploding faster. You can compare yourself, if you want, I'm attaching save file. Now the question is it little bug or just a feature of OXCE?
 

Offline Mathel

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Re: OpenXcom Extended (OXCE) main thread
« Reply #86 on: March 16, 2019, 05:26:33 pm »
Hello.

I have an idea for a feature.
Some kind of toggle near the TU reserve switches, which tells your units, how aggresive they should be with their reactions.
OFF: Vanilla
ON: Only react to attacks (Firing, throwing)
Default: OFF
Modded in sides should probably have this settable in the mission definition.

I got the idea when playing X-Pirates, and raiding a hopper. Some fat men moved before the killer droid did and got shot.
The intention for this is to make it easier to not accidentaly kill harmless enemies. But the tradeoff is, that the dangerous enemies will get to shoot.

Online Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #87 on: March 17, 2019, 12:44:29 pm »
Thanks for fast reply. Any plans of this feature in future releases? Is it even possible with current rules set format?
I have discovered some interesting bug (or not?) with liquid oil explosion on those kind of maps:

If you shoot it, it will explode with long chain, blow, blow, blow.... etc. Sometimes it took 2-3 real life minutes to finish. If you shoot same in classic openxcom, it exploding faster. You can compare yourself, if you want, I'm attaching save file. Now the question is it little bug or just a feature of OXCE?

It's a feature of OXCE.
(already a very old one)

The thread with OXC/OXCE differences has been updated accordingly: https://openxcom.org/forum/index.php/topic,6459.0.html
« Last Edit: March 20, 2019, 10:33:11 am by Meridian »

Offline Shiroi Bara

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Re: OpenXcom Extended (OXCE) main thread
« Reply #88 on: March 21, 2019, 11:56:10 am »
Questions about difficulties: have you changed rate of alien psi control attacks, weapons powers and armor behavior and etc in compare with open xcom version. I'm replaying area 51 on veteran but failing due to incredible psi attacks. Interesting changes in amount of aliens in every mission too. I mean how many will be generated  in their ships, bases and terror (council) missions.

Online Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #89 on: March 21, 2019, 12:18:40 pm »
Questions about difficulties: have you changed rate of alien psi control attacks

no

weapons powers

no

and armor behavior and etc in compare with open xcom version.

no

I'm replaying area 51 on veteran but failing due to incredible psi attacks.

There was a bug in psi attacks between versions 2019-01-03 and 2019-02-22.
If you have a version older than 2019-01-03 or newer than 2019-02-22, psi attacks work the same as in vanilla.
Otherwise, please upgrade.

Interesting changes in amount of aliens in every mission too. I mean how many will be generated  in their ships, bases and terror (council) missions.

That's responsibility of Area 51, not of OXCE.