Author Topic: OXCE (OpenXcom Extended) main thread  (Read 446260 times)

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #60 on: January 10, 2019, 06:24:51 pm »
Speaking of ideas. Required in air combat with the HK one on one, to make the automatic destruction of the ship X-COM, if the velocity of the ship X-COM is lower than that of the UFO(no possibility to fly away), and he'd run out of all ammo or no weapons.

There were cases when, thanks to the modules, the evasion of the transport ship exceeded the accuracy of UFOs. Or the rate of UFO fire and damage did not allow to break through the energy shield of unarmed transport. In these cases, the air battle becomes endless.

Yes I know. Transports should accompany the interceptors, but at the beginning of the game, these interceptors can be destroyed even by small UFOs, and transport, hung with protective modules, can be impenetrable for small UFOs.

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #61 on: January 10, 2019, 06:43:04 pm »
That's a mod balance issue, not a code issue.

Don't make your transports invulnerable or the HK UFOs impotent.

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #62 on: January 10, 2019, 07:02:57 pm »
I agree with you. But it happens that the transport just a lot of HP. Implementing my offer will save a lot of time for the player.

Offline Solarius Scorch

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Re: OpenXcom Extended (OXCE) main thread
« Reply #63 on: January 10, 2019, 08:49:06 pm »
If anything were to happen... I'd say the attacker should give up after a while. How long can you chase an unhittable target?
After all that's what X-Com does (though the actual reason is limited ammo).

PS. Honestly I don't think it's that easy for a modder to predict which transport is fine and which will make the game effectively freeze.

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #64 on: January 10, 2019, 09:35:16 pm »
The feature is called "hunter-killers"... that's the guys that make you regret you were born. If you use the feature to implement alien holiday cruise ships with little alien children shooting at xcom from their little alien plastic pea-shooters... it's your decision, I don't judge... but don't expect a feature designed to support HKs to support also your alien holiday cruise ships.

In my opinion, the game already has more than enough options to implement HKs, in several different ways, even if you have very different early/mid/late game.

If it's such a big problem, I can add a self-destruct button/hotkey (or if you want think about it as HK giving up and setting a collision course with your craft)... but I'm not making a HK abort its mission... HKs either kill you or die trying.

Offline Solarius Scorch

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Re: OpenXcom Extended (OXCE) main thread
« Reply #65 on: January 10, 2019, 11:27:07 pm »
Well, it's not like I've ever actually needed to use this, but I dig this [self-destruct!] button idea for the sheer awesome potential. :D

Offline The Reaver of Darkness

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Re: OpenXcom Extended (OXCE) main thread
« Reply #66 on: January 11, 2019, 12:13:19 am »
The modder can allow you to put defensive weapons on your transport, and it is entirely up to them how durable your transports are and how rough the HKs are. If they are sending battleships at your transports which chase them down at high speed and pulverize them rapidly, then I think it was the modder's intent to make you feel that your transports are not sacred. I would respond by selecting one of the following options:

1.) purchase multiple cheap transports, troops, and equipment sets

2.) play a different mod

Offline Solarius Scorch

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Re: OpenXcom Extended (OXCE) main thread
« Reply #67 on: January 11, 2019, 12:15:12 am »
The modder can allow you to put defensive weapons on your transport, and it is entirely up to them how durable your transports are and how rough the HKs are. If they are sending battleships at your transports which chase them down at high speed and pulverize them rapidly, then I think it was the modder's intent to make you feel that your transports are not sacred. I would respond by selecting one of the following options:

1.) purchase multiple cheap transports, troops, and equipment sets

2.) play a different mod

That's totally not on topic Reaver, but I absolutely agree with you.

Offline krautbernd

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Re: OpenXcom Extended (OXCE) main thread
« Reply #68 on: January 11, 2019, 12:26:13 am »
Well, it's not like I've ever actually needed to use this, but I dig this [self-destruct!] button idea for the sheer awesome potential. :D
Potential for awesome misclicks? :P

...why would a friggin' troop transport even have a self-destruct feature in the first place? I'm just imagening having this in X-COM files and your agents being intercepted on a commercial flight, only for guys to blow up the plane. Not that it wouldn't be hilarious (this being xcom after all), but i'd be in favor of a "limited ammuntion" or "ufo breaks off/outruns" feature.
« Last Edit: January 11, 2019, 12:35:30 am by krautbernd »

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #69 on: January 11, 2019, 08:11:39 am »
As for self destruction - I'm not sure, but the fact that HK will go to ram the ship, which is not able to destroy by conventional means-a great idea. The ram must of course be fatal for the X-COM ship in 100% of cases.

Offline Shiroi Bara

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Re: OpenXcom Extended (OXCE) main thread
« Reply #70 on: January 16, 2019, 03:24:09 am »
Apologizes if I'm posting in wrong forum, but I think this code related bug, actually not bug but exception what not present there. Area 51 mod. Alien Hunter Killer detected, its on screen below:

Now intercept it with Interceptor 3 from USA base:

It's going to attack our Interceptor 3:

And when the Dog fight phase starts, the game is crash with messages in log file:
Code: [Select]
[16-01-2019_00-52-17] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[16-01-2019_00-52-17] [FATAL] 0x88db20 OpenXcom::CrossPlatform::stackTrace(void*)
[16-01-2019_00-52-17] [FATAL] 0x8911b0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[16-01-2019_00-52-17] [FATAL] 0x401750 signalLogger(int)
[16-01-2019_00-52-17] [FATAL] 0x76f653b0 RtlCaptureStackContext
[16-01-2019_00-52-17] [FATAL] 0x76f46540 RtlGetAppContainerNamedObjectPath
[16-01-2019_00-52-22] [FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
But you probably already found what the Interceptor 3 has NO weapons. I forgot equip it after I bought it. That's why I think OXCE crashes.  Now the questions:
1. Is this a bug?
2. Could be it fixed if weapon(s) (both or only one, dependence on type of you aircraft, or just how many you decided to equip) missing?
And save file, so you can reproduce it yourself:

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #71 on: January 16, 2019, 11:23:03 am »
Now the questions:
1. Is this a bug?
2. Could be it fixed if weapon(s) (both or only one, dependence on type of you aircraft, or just how many you decided to equip) missing?

1/ yes
2/ fixed

Offline Shiroi Bara

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Re: OpenXcom Extended (OXCE) main thread
« Reply #72 on: January 16, 2019, 12:32:43 pm »
2/ fixed
Umm... replaced files from latest 15th January archive but game still crashes there, or you haven't uploaded fixed version yet? I guess it should be at least 16th or later data, since I'm posted during night and you replied later.

Offline Shiroi Bara

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Re: OpenXcom Extended (OXCE) main thread
« Reply #73 on: January 16, 2019, 01:56:33 pm »
Got it! Wow self destruct, this is something new and funny. :) Thanks for fast fix and reply. By the way, new question regardless dog fight phase - when it starts there is no more option to minimize window and go to world map. Is it possible to add this in case if you forgot send you escort from nearest base? But I guess this is will break game algorithm and mechanics. Just a question, anyway ;)

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #74 on: January 16, 2019, 08:58:08 pm »
Got it! Wow self destruct, this is something new and funny. :) Thanks for fast fix and reply. By the way, new question regardless dog fight phase - when it starts there is no more option to minimize window and go to world map. Is it possible to add this in case if you forgot send you escort from nearest base? But I guess this is will break game algorithm and mechanics. Just a question, anyway ;)

Self-destruction is active only if there is no way to escape from an overly aggressive UFO - hunter-killer. In a normal intercept all remained as before.