Author Topic: OXCE (OpenXcom Extended) main thread  (Read 458248 times)

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #825 on: June 24, 2021, 07:35:16 pm »
Unfortunately I am not feeling well.
I am also taking vacation to recover, starting on Friday (tomorrow).
I will be completely offline for the next 3+ weeks.

 :-[

Get well soon Meridian, take it easy.

Offline robin

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Re: OXCE (OpenXcom Extended) main thread
« Reply #826 on: June 26, 2021, 01:02:46 pm »
Unfortunately I am not feeling well.
I am also taking vacation to recover, starting on Friday (tomorrow).
I will be completely offline for the next 3+ weeks.
Take as much time as you need to recover, personal health is crucial.
I hope you'll get better soon.

Offline MoonKid

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Re: OXCE (OpenXcom Extended) main thread
« Reply #827 on: July 05, 2021, 11:17:20 am »
Mod size limit in XcomFiles 1.7b is 3000, not 2000.
Just install the mod properly and don't mix it with old versions or anything.
It's really easy.

Hi Meridian,
because I need to update OXCE and the Mod I ask here again.
How do I do this "properly"? It confuses me all the time when I try to update.

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #828 on: July 06, 2021, 05:51:30 pm »
Hi Meridian,
because I need to update OXCE and the Mod I ask here again.
How do I do this "properly"? It confuses me all the time when I try to update.

I am not Meridian, but I will answer anyway.

1. Delete the original mod in {your path}/user/mods/
2. Copy new mod directory into {your path}/user/mods/

That is how I update mods. It is slower than just copying (replace older) the new files in, but makes sure that any files that should no longer exist are removed.

Offline krautbernd

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Re: OXCE (OpenXcom Extended) main thread
« Reply #829 on: July 06, 2021, 07:52:27 pm »
1. Delete the original mod in {your path}/user/mods/
2. Copy new mod directory into {your path}/user/mods/

I second this. This is the only surefire way to avoid unintended behaviour/bugs/other mod-related weirdness in case ruleset-definitions, filenames, etc. change between versions.

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #830 on: July 17, 2021, 03:50:16 pm »
I pushed two experimental  UI features by Buscher:
One is sending multiple crafts as "wing" using shift (one is leading, rest is following it)
Second is option for continuing given mission after HK attack

There will be some tweaks and updates to it.

Offline Varana

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soldierTransformation manapool
« Reply #831 on: July 21, 2021, 10:19:14 am »
How do I change the mana skill in soldierTransformation? Is there some trick?

Code: [Select]
soldierTransformation:
  - name: STR_ELITE_TRAINING_A
    flatOverallStatChange:
      psiStrength: 5 # works fine in OXCE 7.0
  - name: STR_ELITE_TRAINING_B
    flatOverallStatChange:
      mana: 1 # does not work in OXCE 7.0
  - name: STR_ELITE_TRAINING_C
    flatOverallStatChange:
      manaPool: 1 # does not work in OXCE 7.0

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #832 on: July 21, 2021, 02:47:24 pm »
Code: [Select]
soldierTransformation:
  - name: STR_ELITE_TRAINING_B
    flatOverallStatChange:
      mana: 1 # does not work in OXCE 7.0

this one works just fine for me...
« Last Edit: July 21, 2021, 02:49:14 pm by Meridian »

Offline Varana

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Re: OXCE (OpenXcom Extended) main thread
« Reply #833 on: July 21, 2021, 09:17:02 pm »
Thanks for help.

After searching I found my mistake: There was an
"upperBoundAtMaxStats: true"
and mana limits not in my mind. Now all is fine.  :)

Offline Cristao

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Re: OXCE (OpenXcom Extended) main thread
« Reply #834 on: July 21, 2021, 10:30:29 pm »
Having a play through of Vanilla XCOM: UFO Defense with my kid and he mentioned something - In X Piratez we could see status indicators for units that were stunned, bleeding etc. However we couldnt see such when using OpenXcom Extended - did I miss the option for it or is there a mod that adds it? I didnt want to open a new thread for this.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #835 on: July 21, 2021, 11:05:46 pm »
Having a play through of Vanilla XCOM: UFO Defense with my kid and he mentioned something - In X Piratez we could see status indicators for units that were stunned, bleeding etc. However we couldnt see such when using OpenXcom Extended - did I miss the option for it or is there a mod that adds it? I didnt want to open a new thread for this.

It requires a mod.
I haven't seen a standalone mod just for this around, but it is easy to create once you have the images.

Offline Cristao

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Re: OXCE (OpenXcom Extended) main thread
« Reply #836 on: July 21, 2021, 11:50:49 pm »
Thanks Meridian.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #837 on: July 24, 2021, 02:22:48 pm »
- Craft returning after mission don't join dogfights

Meridian, please make it an option that can be enabled or disabled as desired.

Although recently an aggressive UFO destroyed my ship returning from a mission, the player himself must take measures to prevent such a development of events and send interceptors to escort the transports. I made a mistake and was punished, but I am against the elimination of this threat.

Offline Juku121

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Re: OXCE (OpenXcom Extended) main thread
« Reply #838 on: July 28, 2021, 02:45:14 am »
- User option for (mouse) thumb buttons support (`thumbButtons: true/false` in options.cfg)
Is there something setup-specific about this, or does it always default to 'false'? Because if I hadn't remembered this from earlier versions and gone looking for how to re-enable it, I would never have suspected it was a thing.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #839 on: July 28, 2021, 10:07:31 am »
Is there something setup-specific about this, or does it always default to 'false'? Because if I hadn't remembered this from earlier versions and gone looking for how to re-enable it, I would never have suspected it was a thing.

Always defaults to false.