Author Topic: OXCE (OpenXcom Extended) main thread  (Read 90398 times)

Offline Shiroi Bara

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Re: OpenXcom Extended (OXCE) main thread
« Reply #90 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 #91 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 #92 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 #93 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 #94 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.

Offline Shiroi Bara

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Re: OpenXcom Extended (OXCE) main thread
« Reply #95 on: March 21, 2019, 01:04:01 pm »
Thank you for fast response and your answers.
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.
That's responsibility of Area 51, not of OXCE.
Got it! Upgraded. Testing now.
By the way - double stats strings on newest version 5.3.2 (2019-03-18)
"cwmcwm" on screenshot:
« Last Edit: March 21, 2019, 01:31:56 pm by Shiroi Bara »

Online Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #96 on: March 21, 2019, 03:06:34 pm »
Thank you for fast response and your answers.Got it! Upgraded. Testing now.
By the way - double stats strings on newest version 5.3.2 (2019-03-18)
"cwmcwm" on screenshot:


Look here: https://openxcom.org/forum/index.php/topic,5258.msg110802.html#msg110802

You have situation called BAD... please change to one of the situations called GOOD.

Offline Shiroi Bara

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Re: OpenXcom Extended (OXCE) main thread
« Reply #97 on: March 21, 2019, 05:28:20 pm »
Some suggestions and questions about soldiers sorting order. Now we have a lot of options, like sort by accuracy, strength etc... But all of them has order from lower to higher. But I'm often like to use opposite  effect from higher to lower. Of course, I can do it manually, but may be option in future releases? Or it's already exists and I'm just missing it?

Online Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #98 on: March 21, 2019, 05:34:37 pm »
Some suggestions and questions about soldiers sorting order. Now we have a lot of options, like sort by accuracy, strength etc... But all of them has order from lower to higher. But I'm often like to use opposite  effect from higher to lower. Of course, I can do it manually, but may be option in future releases? Or it's already exists and I'm just missing it?

Click = sort ascending
Shift+click = sort descending
Ctrl+click = don't sort, just show numbers

Offline Alex_D

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Re: OpenXcom Extended (OXCE) main thread
« Reply #99 on: March 21, 2019, 08:50:19 pm »
A small request:
Can we have the option of transferring the loot after a battle always available? Say a button alongside with sell, score, exp?

Offline Nord

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Re: OpenXcom Extended (OXCE) main thread
« Reply #100 on: March 22, 2019, 03:25:31 pm »
New OXCE v5.3 is up.
 - Added script support for stat bonuses, including:
  * Items: damageBonus, meleeBonus, accuracyMultiplier, meleeMultiplier, throwMultiplier, closeQuartersMultiplier
  * Armors: psiDefence, meleeDodge, recovery (time, energy, morale, health, stun)
Great. But where can i get more info about thi? Is there discussion, or maybe an example mod?

Offline Yankes

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Re: OpenXcom Extended (OXCE) main thread
« Reply #101 on: March 22, 2019, 03:37:30 pm »
Example of some dumb script:
Code: [Select]

armors:
  - type: STR_NONE_UC
    recovery:
      time: |
        unit.tuBonusStats bonus 50 10 0 0; #same as old `tu: [0.05, 0.01]`
        add bonus 5; #similar to old `flatOne: 5`
        limit_upper bonus 100; #impossible in old version, now TU will never reach more than 100 per turn
        return bonus;

There is too global version that affect all units/items:
Code: [Select]
extended:
  scripts:
    energyRecoveryBonusStats:
      - offset: 1
        code: |
          div bonus 2; #all units have only half energy regeneration
          return bonus;

Offline Nord

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Re: OpenXcom Extended (OXCE) main thread
« Reply #102 on: March 25, 2019, 06:02:55 am »
It is great, indeed.
And how about item, increasing accuracy or damage, when stored in backpack?

Offline Yankes

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Re: OpenXcom Extended (OXCE) main thread
« Reply #103 on: March 25, 2019, 11:21:16 pm »
Inventory is still off limits for scripts, you have only access to left and right weapon.

Offline Alex_D

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Re: OpenXcom Extended (OXCE) main thread
« Reply #104 on: March 26, 2019, 02:27:10 am »
Inventory is still off limits for scripts, you have only access to left and right weapon.

Maybe I missed the thread where it's explained, apologies if so. Where I can get a list of variables that can be modified by scripts and examples of use? Do I need to dig into the source code?