aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 600494 times)

Offline Mathel

  • Colonel
  • ****
  • Posts: 326
  • Do not mistake Muton for mutton.
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #45 on: December 22, 2018, 04:14:54 pm »
I have discovered a bug in 5.1 version, that is not listed as fixed in this list. Yesterday I discovered it on Android and today I confirmed it on Windows version.

Effect: Using special abilities by any unit.

Required: A unit with a special ability that has a menu (X-COM Files "Attack Dog", XPirates "Bug"), any other unit.
How to replicate: Select the psionic unit. Move the map so, that the special ability icon is over the unit you want to use it.
                 Click the special ability icon. The menu for using the ability appears and the unit under the icon is selected.
                 Use one of the abilities from the menu. The newly selected unit uses it with all that means. (The selected unit is pays the
                 cost of the ability with correct percentages, the selecteded unit's stats are used and trained.)

                 It only happens with abilities that drop menus. If the ability does not have a menu, such as with  X-COM Files "Hybrid", the unit below the icon is not selected.

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #46 on: December 22, 2018, 07:03:26 pm »
Confirmed, it's any weapon that uses the 'special weapon' code, separate from the vanilla 'psi button' reserved for being able to use Psi Panic with mind controlled aliens - the action of clicking on the button continues on to whatever is below the button when you cancel the menu. You can see this if you click on the button not on a unit, it'll bring up the movement preview if you have that option on, or start moving the unit if you don't have it on. I'm testing a fix right now.

Offline Lord_Kane

  • Captain
  • ***
  • Posts: 59
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #47 on: December 23, 2018, 07:44:07 am »
Confirmed, it's any weapon that uses the 'special weapon' code, separate from the vanilla 'psi button' reserved for being able to use Psi Panic with mind controlled aliens - the action of clicking on the button continues on to whatever is below the button when you cancel the menu. You can see this if you click on the button not on a unit, it'll bring up the movement preview if you have that option on, or start moving the unit if you don't have it on. I'm testing a fix right now.

Any news on that fix? or does this not affect vanilla MC/Psi?
« Last Edit: December 23, 2018, 08:09:12 am by Lord_Kane »

Offline Fiskun1

  • Colonel
  • ****
  • Posts: 114
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #48 on: December 26, 2018, 02:09:36 pm »
Thank you for a great unified mod!
I always read every change list with interest.
Everything is invented very cool and convenient.
The only thing ... I would like to have a smarter AI ... ... but this is probably impossible in principle.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9113
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #49 on: December 26, 2018, 02:33:02 pm »
Any news on that fix? or does this not affect vanilla MC/Psi?

Fix is now available (PC version only for now).
The bug doesn't affect vanilla MC/Psi.

Offline Lord_Kane

  • Captain
  • ***
  • Posts: 59
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #50 on: December 27, 2018, 12:50:25 am »
Fix is now available (PC version only for now).
The bug doesn't affect vanilla MC/Psi.

Alright awesome. I grabbed it, I was testing a tank with a special weapon, so this will be good.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9113
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #51 on: December 30, 2018, 01:45:07 pm »
You need professional help. Really.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 333
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #52 on: January 01, 2019, 03:24:18 pm »
Is any option to disable hunter alien UFOs who randomly attack and destroy my transport and scout ships in Area 51 mod? Last time my Skyranger was killed when I returned from successful mission. I like this project because of a lot little great features in compere with original openxcom, but those hunter UFO's completely annoys me.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9113
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #53 on: January 01, 2019, 07:07:22 pm »
Is any option to disable hunter alien UFOs who randomly attack and destroy my transport and scout ships in Area 51 mod? Last time my Skyranger was killed when I returned from successful mission. I like this project because of a lot little great features in compere with original openxcom, but those hunter UFO's completely annoys me.

OXCE only adds support for hunter-killers, it doesn't enable them automatically.

The hunter-killers were intentionally added into the mod by the modder, not by the devs.

If you don't agree with that, you can turn them off by editing the mod's ruleset files, in this case:
1/ alienMissions_Area_51.rul file... search for all occurrences of hunterKillerPercentage and change the numbers after that attribute to 0
2/alienDeployments_Area_51.rul file... search for all occurrences of baseDetectionRange and change the numbers after that attribute to 0

EDIT (SET AS REMINDER!!! :o):
Uh, Houston. We got a big a$$ problem.
The geoscape radar systems in OXCE has a bug, but never been fixed. Take a look at the image i've did using snipping tool app instead of F12.

See, messed up radar bug in OXCE.
That bothers me with the older OXCE version i'm playing instead of the newer version.
What a bad relief.  :-[

It's not a bug, it's a feature.
And it comes from OXC, not from OXCE.
« Last Edit: January 01, 2019, 07:54:44 pm by Meridian »

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 333
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #54 on: January 04, 2019, 12:17:51 pm »
Today I discovered a bug (not sure) - if you escorting you transport ship on the mission and get attacked by alien hunter UFO, both aircrafts lose their destination after successful dog  fight and turning back to their base, so you need point you Skyranger again on mission objective at the map and re-escort it with you Interceptor.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 333
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #55 on: January 05, 2019, 05:55:05 pm »
Hey Meridian, how about returning to base not only soldiers from destroyed Skyranger but their equipment too, at least what they're carrying on themselves? It's kinda unfair what they're evacuates but drop their staff. Just suggestion anyway.
P.S.
Started another new game (yes I'm stubborn as a mule :) ), and Skyranger was destroyed when it returning back from Abandoned factory mission. It had escort, but it won't help - encountered very large, my Avalanche did nothing to it. Aliens killed transport but when run away from Interceptor. Very strange behavior. So harsh. But I like this is challenge and no longer cries ;)

Offline Ethereal

  • Commander
  • *****
  • Posts: 684
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #56 on: January 07, 2019, 02:40:30 pm »
Today I discovered a bug (not sure) - if you escorting you transport ship on the mission and get attacked by alien hunter UFO, both aircrafts lose their destination after successful dog  fight and turning back to their base, so you need point you Skyranger again on mission objective at the map and re-escort it with you Interceptor.

  The crew of the transport ship,                                                       
  - Fuck it all! On the approach are attacking! Turn back!
  Fighter pilot,
  - Hey, where are you going?!
  The crew of the transport ship,
  - Home!
  Fighter pilot,
  - Then accompany yourself!
A typical mess in the ranks of the retreating army. :D

Hey Meridian, how about returning to base not only soldiers from destroyed Skyranger but their equipment too, at least what they're carrying on themselves? It's kinda unfair what they're evacuates but drop their staff. Just suggestion anyway.

If this equipment is not secret, then it is not a pity to quit. And if the secret, then it is wise to destroy it on the spot, so that it does not get to aliens, terrorists, or some other hooligans.


Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1512
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #57 on: January 10, 2019, 10:51:23 am »
Why don't they remain at the crash site and wait for X-Com to pick them up? Here's an idea:

They wait at the site. If you do pick them up, you get to keep anything that survived the crash. But as long as the site waits there, aliens might go after it, and if they get it, you lose points for all soldiers lost to the aliens, and for all equipment the aliens recover. So if you decide you don't think you can make it (or you see a UFO heading for them), then you can remotely command the site be destroyed. If you issue that command, the site will disappear, all equipment will be lost, and the surviving soldiers will make their way back to base on their own over several days.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 9113
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #58 on: January 10, 2019, 11:25:16 am »
Why don't they remain at the crash site and wait for X-Com to pick them up?

Because people tend to not just sit around and twiddle their thumbs, but rather get to the nearest inhabited area for potential medical treatment and to buy pizza and coke instead of starving.

Also, there is no crash site, the craft was destroyed in the air, they barely managed to eject/jump and didn't take anything with them other than a parachute.

Lastly, unless you are in Antarctic, Sahara or middle of Amazon... the accident will be seen by local military/government and local rescue forces will arrive to help sooner than Xcom.

Here's an idea:

They wait at the site. If you do pick them up, you get to keep anything that survived the crash. But as long as the site waits there, aliens might go after it, and if they get it, you lose points for all soldiers lost to the aliens, and for all equipment the aliens recover. So if you decide you don't think you can make it (or you see a UFO heading for them), then you can remotely command the site be destroyed. If you issue that command, the site will disappear, all equipment will be lost, and the surviving soldiers will make their way back to base on their own over several days.

Nice idea.
Too much work, not interested.
« Last Edit: January 10, 2019, 11:34:06 am by Meridian »

Offline yergnoor

  • Colonel
  • ****
  • Posts: 148
    • View Profile
Re: OpenXcom Extended (OXCE) main thread
« Reply #59 on: January 10, 2019, 02:53:32 pm »
Nice idea.
Too much work, not interested.
As a suggestion, I can state the idea that came to me when the UFO Hunters-Killers were added. It is somewhat simpler, maybe it will not be so difficult to implement it. The idea was to equalize the capabilities of people and aliens, not only in air combat, but also in ground combat. Now people can attack downed UFOs, and aliens cannot attack people from a downed transport worker. So, the idea was that the Hunter-Killer should have another property - can they sit down after people from a downed transport worker. It makes sense to assign this flag to big Hunters carrying many aliens and terrorist units. Small ones, with a small detachment of aliens, have little chance of winning, so the flag is not assigned to them - they only shoot down planes. So, if the Hunter-Killer knocks down an X-Com transport, then if he can, then he descends after the survivors and lands. At the same time, the soldier scatters around the battlefield (they parachuted with parachutes and did not have time to group themselves), and from their weapons and equipment they only had what had been assigned in advance. There was no equipment window before the fight, but the one that was already assigned was fastened to the uniform or was at hand, so professional soldiers could grab this weapon when leaving the ship. The aliens themselves are partly inside the UFO, partly manage to disperse across the battlefield (as they do now when attacking a stranded UFO). However, many people may be at a disadvantage, surrounded by enemies. The initiative of the first move will be for attacking newcomers, but the X-Com soldiers will have the opportunity to respond to the return fire, as it is now on the first move in a normal battle, only the sides change places. Opportunities to evacuate people do not have - refusal from battle is a recognition of defeat. In case of victory, soldiers can use the help of local allies to return to the base, but lose all trophies (they are picked up by the local army or whoever is there), and their equipment is destroyed, according to the instructions. That is, the return will still not be fast, all equipment is lost, only the battle is added, in which the soldiers have to defend their right to life.
Sorry if it turned out incomprehensible. The text was translated into English with the help of a Google translator.

Update:
Yes, probably it is better to clarify right away. I myself do not create fashion, so this was an offer from a player who wants to see diversity in mods, not a modode's proposal. And it is worth realizing it only if there are interested mod creators interested in it. They may somehow complement it, how it will be better suited to them.
« Last Edit: January 10, 2019, 03:24:00 pm by yergnoor »