Author Topic: OXCE (OpenXcom Extended) main thread  (Read 29813 times)

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #75 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 #76 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 Meridian

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Offline Shiroi Bara

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Re: OpenXcom Extended (OXCE) main thread
« Reply #78 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 #79 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.

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #80 on: February 22, 2019, 04:01:22 pm »
P.S. Sometimes slave-piloted tanks disappear from FORTUNA on missions, going to ckeck it once again and write a bugreport.

In the next OXCE version, 2x2 soldiers will always be deployed first, ignoring their position in the list.

They won't disappear anymore, but you won't be able to define their exact position anymore (for example you won't be able to move them to the craft's rear end).

Offline Solarius Scorch

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Re: OpenXcom Extended (OXCE) main thread
« Reply #81 on: February 22, 2019, 04:23:42 pm »
Praise the Lord! It was such a headache. Thanks!

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #82 on: February 24, 2019, 07:40:21 am »
In the next OXCE version, 2x2 soldiers will always be deployed first, ignoring their position in the list.

They won't disappear anymore, but you won't be able to define their exact position anymore (for example you won't be able to move them to the craft's rear end).

Do not quite understand, it will apply to all 2x2 player units, including HWP, or only a big soldier?
« Last Edit: February 24, 2019, 07:44:35 am by Ethereal »

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #83 on: February 24, 2019, 11:18:41 am »
Do not quite understand, it will apply to all 2x2 player units, including HWP, or only a big soldier?

Old order:
1. HWPs first (in list order)
2. then Soldiers (in list order)

New order:
1. HWPs first (in list order)
2. then 2x2 Soldiers (in list order)
2. then 1x1 Soldiers (in list order)

Offline Ethereal

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Re: OpenXcom Extended (OXCE) main thread
« Reply #84 on: February 24, 2019, 11:40:37 am »
The fact is that HWPs can be small - 1x1. Not only 2x2. This is taken into account?

It would be more correct to do:

order:
1. 2x2 HWPs
2. 2x2 Soldiers
3. 1x1 HWPs
4. 1x1 Soldiers
« Last Edit: February 24, 2019, 11:53:21 am by Ethereal »

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #85 on: February 24, 2019, 11:59:44 am »

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #86 on: March 05, 2019, 04:43:38 pm »
New OXCE v5.3 is up.

2019-03-05
 - Added lazy loading as a GUI user option
 - Ability to specify minimum required OXCE version per mod: https://openxcom.org/forum/index.php/topic,6945.0.html
 - Added script support for stat bonuses, including:
  * Items: damageBonus, meleeBonus, accuracyMultiplier, meleeMultiplier, throwMultiplier, closeQuartersMultiplier
  * Armors: psiDefence, meleeDodge, recovery (time, energy, morale, health, stun)
 - Ctrl+Alt+New Project to sort the research list by cost
 - Ctrl+Alt+Inventory to delete soldiers' equipment layouts
 - Always deploy 2x2 xcom soldiers first, ignoring their position in the list
 - When transferring aliens, check store space too (not only alien containment)
 - Prison check on Purchase: https://openxcom.org/forum/index.php/topic,6917.msg110499.html#msg110499
 - Facilities that cannot be built in a base yet/anymore are shown at the bottom of the list
 - Panic/berserk sounds: https://openxcom.org/forum/index.php/topic,6921.0.html
 - Changed language loading to default to en-US when translations are missing.
   * Prioritize untranslated text over incorrect text. Modders, you can stop copy-pasting en-US to en-GB.
 - User option cleanup: https://openxcom.org/forum/index.php/topic,6880.0.html
 - Different alien inventory background for xcom soldiers: https://openxcom.org/forum/index.php/topic,5047.msg109930.html#msg109930
 - Highlight colors in Ufopedia: https://openxcom.org/forum/index.php/topic,6883.0.html
 - Option for AI to pick up weapons more actively: https://openxcom.org/forum/index.php/topic,6882.0.html
 - Changed slo-mo hotkey from F8 to Alt+F8
 - Added burning indicator to alien inventory view
 - Allow to recover spawned xcom units as civilians
 - Added randomized manufacturing: https://openxcom.org/forum/index.php/topic,6867.0.html
 - Added new script to change move sound: https://openxcom.org/forum/index.php/topic,6758.msg109325.html#msg109325
 - Ability to transform items during recovery: https://openxcom.org/forum/index.php/topic,6868.0.html
 - Self-destruct button in Dogfight: https://openxcom.org/forum/index.php/topic,5717.msg108512.html#msg108512
 - HKs don't attack craft returning from a mission anymore
 - Unhardcoded (underwater) breathing animation (per armor)
 - Added option to disable underwater sounds
 - Added option to disable ocean shading on the globe
 - Armor transformation support for aliens and civilians
 - Walls can now generate light too (not only floor and objects)
 - Engine: reduced idle CPU burn
 - Engine: added zip loader: https://openxcom.org/forum/index.php/topic,6922.0.html
 - various bugfixes

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

niculinux

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Re: OpenXcom Extended (OXCE) main thread
« Reply #87 on: March 05, 2019, 05:29:57 pm »
Another cool relase! I'd humbly advice to post changelogs for the future in another dedicated thread, if possible :)

Offline Shiroi Bara

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Re: OpenXcom Extended (OXCE) main thread
« Reply #88 on: March 11, 2019, 01:40:26 pm »
Is anyway to change % of Hunter Killers UFOs dependence on difficulty? Interesting on both parameters: % that UFO what you encounter has chance been HK and % of their hunter attack missions. if it possible, what changes I need make in rules set files?

Offline Meridian

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Re: OpenXcom Extended (OXCE) main thread
« Reply #89 on: March 11, 2019, 01:51:37 pm »
Is anyway to change % of Hunter Killers UFOs dependence on difficulty? Interesting on both parameters: % that UFO what you encounter has chance been HK and % of their hunter attack missions. if it possible, what changes I need make in rules set files?

No, currently not.