Author Topic: OXCE (OpenXcom Extended) main thread  (Read 25020 times)

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 5062
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #195 on: May 19, 2019, 07:58:44 pm »
New OXCE v5.5 is up.

2019-05-19
 - Deselect all hotkey (default X) in Psi/Martial Training GUIs
 - Remember mission target and craft/base even after the briefing
 - Added "Highlight new topics" user option
 - Bravery now can't decrease morale change below zero percent
 - Required base services in "We can now..." GUIs
 - Starting conditions: allowed/forbidden soldier types
 - Starting conditions: forbidden items and item categories
 - Starting conditions: forbidden vehicles support
 - Starting conditions: forbidden armors support
 - Starting conditions: forbidden craft support
 - BREAKING CHANGE: split Starting conditions (into Starting Conditions and Enviro Effects): https://openxcom.org/forum/index.php/topic,4444.msg113226.html#msg113226
 - Fixed dogfight for HKs with extremely short range
 - Manufacture dependency tree now shows also base facilities
 - Added optional research requirement for armor equip, see 'requires' armor attribute in NRR
 - New attribute for mind shield power, see 'mindPower' facility attribute in NRR
 - User option to remember disabled craft weapons after dogfight (+no rearm)
 - Draw dogfight icons also for craft equipment
 - Improved pedia articles for tractor beams
 - Extra NV button for Android
 - Removed the facility teleport cheat
 - Updated kill/sell button logic in alien containment
 - Added arc script: https://openxcom.org/forum/index.php/topic,7125.0.html
 - Updated OXC and OXCE language files
 - various bugfixes

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

NRR: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)

Offline Dioxine

  • Commander
  • *****
  • Posts: 5168
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: OXCE (OpenXcom Extended) main thread
« Reply #196 on: May 19, 2019, 08:15:00 pm »
So morale damage is no longer inversed when above BRA 110? Not a big thing, but, EDDIE, why? Why did you do that to me? Why do you hate me? (We both know that only Piratez use >110 BRA) I just only learned about it now.

Offline robin

  • Commander
  • *****
  • Posts: 983
  • ULTIMATE ROOKIE
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #197 on: May 19, 2019, 09:18:13 pm »
- Draw dogfight icons also for craft equipment
Yay!

Online The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1228
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #198 on: May 22, 2019, 02:09:37 am »
So morale damage is no longer inversed when above BRA 110? Not a big thing, but, EDDIE, why? Why did you do that to me? Why do you hate me? (We both know that only Piratez use >110 BRA) I just only learned about it now.
https://xkcd.com/1172/

I think bravery damage inversion is far more likely to be problematic than useful. And more importantly, it seems reasonable to ask for the use as a separate feature: a feature in which it's possible to declare a state that causes some units to have morale restored under certain conditions. Maybe the end result will give you MORE control than you ever had before.

I support the change. It doesn't currently affect my mod either way, but if it ever did it'd be negatively.

P.S.: My upcoming mod has >110 BRA.


- - - - - - - - - -

Meridian:

Thank you so much for everything you do! I could never repay you for all your work, so the best I can do instead is show the value of your work by using it to better my mod. The following suggestion is merely tossing ideas against the wall. I put you under no pressure to set any of it into action. Feel free to ignore anything I say here.

Here's some suggestions to perhaps cover for Dioxine's needs while also opening up an entire new angle to modding involving morale management. Should you pursue this suggestion, you can expect to see more people finding more ways to break their mods. It's a labor of love, and every time someone asks for a new feature to get out of a corner they drove themselves into, it's a way of saying "I love all these options and it inspires my creativity!".

.
 A.) Add a damageAlter which deals (or heals) damage to morale, and can be based on a resistance. If the resistance number declared is -1, then it uses bravery as we understand (including healing for bravery 120+). If it's 0, then it deals the morale change regardless of other considerations. It should allow for negative numbers on the effect value, so you can make something that heals morale to anyone (even lily-livered), or you could even make something that heals MORE morale the LESS brave the soldier is.

 B.) Add an option for medi-kits to make the pain killer option heal morale damage that wasn't caused by injury.
painKillerType:
0 = vanilla (only heals morale lost by injury
1 = only heals morale lost by psi/use/item effects
2 = only heals morale lost by friendly deaths
3 = 0&1
4 = 0&2
5 = 1&2
6 = all three (always heals morale)

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 141
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #199 on: May 22, 2019, 02:11:22 am »
About scrollbar on month report screen, if it possible here:

why it's not possible there? Breaks too much code of original project? Sorry for being stubborn. Just wondering.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 5062
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #200 on: May 22, 2019, 05:27:20 am »
The listbox component supports scrollbar, the textbox component doesn't.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 141
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #201 on: May 27, 2019, 07:50:04 pm »
Not sure what this right forum but since I'm using OXCE asking here: is it possible to add stun, wounded and other marks to 2x2 enemies like Hallucinoids? Or this is already present?  May be I just missing it with my guns, so no damage signs?

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 5062
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #202 on: May 27, 2019, 08:14:55 pm »
Not sure what this right forum but since I'm using OXCE asking here: is it possible to add stun, wounded and other marks to 2x2 enemies like Hallucinoids? Or this is already present?  May be I just missing it with my guns, so no damage signs?

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 141
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #203 on: May 27, 2019, 08:47:08 pm »
Got it. Sir! It seems my weapons or missing or not produce fatal wounds.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 5062
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #204 on: May 27, 2019, 08:57:40 pm »
Got it. Sir! It seems my weapons or missing or not produce fatal wounds.

Hallucinoids are immune to fatal wounds as far as I know.

Online The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1228
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #205 on: May 28, 2019, 08:26:51 am »
Could you make a tweak to the ToItem attribute on damageAlter? Currently, it goes through items one at a time, damaging it until it destroys that item. I can't see a good way to use this functionality. It randomly destroys an almost-fixed number of items, regardless of how many items are on the unit(s) hit by the attack.

I propose that ToItem causes all items held by the attacked unit(s) to be hit the same as if they were on the ground. This means, for example, that a ToItem value of 1.0 on an explosive would destroy items held by units just as though they were laying on the ground.

If the current functionality of ToItem is worth maintaining, then I propose a new value: ToAllItems

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 141
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #206 on: May 28, 2019, 09:32:31 pm »
How to block ability enter aliens to the ship? My people wiped out due to reaction fire. I know what I can nullify  time units, but at Vanilla they can't enter it. Any scripts or options to disable it?

Online Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 2104
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #207 on: May 28, 2019, 10:41:06 pm »
Could you make a tweak to the ToItem attribute on damageAlter? Currently, it goes through items one at a time, damaging it until it destroys that item. I can't see a good way to use this functionality. It randomly destroys an almost-fixed number of items, regardless of how many items are on the unit(s) hit by the attack.

I propose that ToItem causes all items held by the attacked unit(s) to be hit the same as if they were on the ground. This means, for example, that a ToItem value of 1.0 on an explosive would destroy items held by units just as though they were laying on the ground.

If the current functionality of ToItem is worth maintaining, then I propose a new value: ToAllItems
First changing this will affect vanilla behavior, you need have good reason to do this.
Second, same logic is used to items in inventory as items on ground, only difference is that items and unit in inventory get damage from overkill of target unit.
Third, current behavior of item damage is bad, its do only one check for item armor value and if damage is bigger then item is destroyed.

Online Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 5062
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: OXCE (OpenXcom Extended) main thread
« Reply #208 on: May 30, 2019, 07:34:58 pm »
I already gave two solutions. Just limit bravery in the damage multiplier to 100 or 110. It's 100% vanilla compatible as vanilla does not allow bravery over 100 anyway.
It's a simple overflow bug where modding has enabled a variable to have higher values than vanilla intended. Same as if you mod in a weapon dealing 1000 damage and it suddenly heals and not kills.

Feature removed.

So morale damage is no longer inversed when above BRA 110? Not a big thing, but, EDDIE, why? Why did you do that to me? Why do you hate me? (We both know that only Piratez use >110 BRA) I just only learned about it now.

Feature added back in.
As far as I know Piratez is the only mod using bravery > 110 and Dioxine explicitly asked (yesterday) for this feature to be returned to the way it was before.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 141
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #209 on: June 02, 2019, 04:20:25 am »
Assigned for Martial training aquanauts lose it if Triton was destroyed and they had arrived back to the base.