Author Topic: OXCE (OpenXcom Extended) main thread  (Read 18067 times)

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #60 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

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Re: OpenXcom Extended (OXCE) main thread
« Reply #61 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.

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #62 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

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Re: OpenXcom Extended (OXCE) main thread
« Reply #63 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 »

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #64 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 #65 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 #66 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 #67 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 #68 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 #69 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 #70 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 #71 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 #72 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 #73 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 #74 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: