Author Topic: OXCE (OpenXcom Extended) main thread  (Read 37522 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #210 on: June 02, 2019, 06:37:19 am »
Assigned for Martial training aquanauts lose it if Triton was destroyed and they had arrived back to the base.

Yes.

Offline tkzv

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Re: OXCE (OpenXcom Extended) main thread
« Reply #211 on: June 13, 2019, 06:41:17 pm »
I encountered odd behaviour with The X-COM Files mod. When all non-stunned enemies want to surrender, but some who don't are on the verge of waking up, my turn ends automatically, but the mission doesn't end and enemies get their turn. The savegame and full description are here:
https://openxcom.org/forum/index.php/topic,5047.msg113748.html#msg113748
https://openxcom.org/forum/index.php/topic,5047.msg113759.html#msg113759

Engine bug?

Latest release of the mod (0.9.9c), engine from Extended-5.5-537067a0c-2019-05-30-bionic-x86_64.7z. For some reason Extended-5.5.1-723854c2a-2019-06-12-bionic-x86_64.7z refuses to work, gives errors like
"Error for 'STR_MAGMA_CHAINSAWBOT_WEAPON': offset '-3' have incorrect value in set 'BIGOBS.PCK' "
« Last Edit: June 13, 2019, 09:47:41 pm by tkzv »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #212 on: June 13, 2019, 10:43:26 pm »
I encountered odd behaviour with The X-COM Files mod. When all non-stunned enemies want to surrender, but some who don't are on the verge of waking up, my turn ends automatically, but the mission doesn't end and enemies get their turn. The savegame and full description are here:
https://openxcom.org/forum/index.php/topic,5047.msg113748.html#msg113748
https://openxcom.org/forum/index.php/topic,5047.msg113759.html#msg113759

Engine bug?

More an incompatibility of user option than a bug... but yeah it's an oxce issue, not xcf issue.

Latest release of the mod (0.9.9c), engine from Extended-5.5-537067a0c-2019-05-30-bionic-x86_64.7z. For some reason Extended-5.5.1-723854c2a-2019-06-12-bionic-x86_64.7z refuses to work, gives errors like
"Error for 'STR_MAGMA_CHAINSAWBOT_WEAPON': offset '-3' have incorrect value in set 'BIGOBS.PCK' "

https://openxcom.org/forum/index.php/topic,3287.msg113764.html#msg113764

Offline Varana

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Re: OXCE (OpenXcom Extended) main thread
« Reply #213 on: June 16, 2019, 01:20:25 am »
In the "monthly cost" page at "flying sub rental" and "salaries" complete lists of all types that might or might not become usable in this game are shown.

Is there a trick or option, to only show up discovered (buyable/producable/usable/discovered or something like that) types?

(I would like to split the game using "arcScripts" and "randomArcs" into different arcs, where the types of the not active other arcs will never be seen. So it would be useless to see tons of variations of a ship if only one will be  usable ever.)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #214 on: June 16, 2019, 11:59:38 am »
In the "monthly cost" page at "flying sub rental" and "salaries" complete lists of all types that might or might not become usable in this game are shown.

Since OXCE 5.4 it is not: https://openxcom.org/forum/index.php/topic,6586.msg112262.html#msg112262

Is there a trick or option, to only show up discovered (buyable/producable/usable/discovered or something like that) types?

 - Skip zero-quantity craft/soldier types in Monthly Costs breakdown: see 'forceShowInMonthlyCosts' attribute in NRR

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #215 on: June 20, 2019, 03:47:45 pm »
Asking it's here, because I think it's more engine based than mod scripts. Question about damage and ranks - I've found what new soldiers (aquanauts) often not killing enemy in one shot what usually dies of it if someone more experienced shoot them. Same for throwing grenades. So question - why it happens and what determine damage - current stats of soldier (aquanaut) or her/his rank? Thanks for patience and apologizes if that question has been already answered.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #216 on: June 20, 2019, 04:08:11 pm »
Asking it's here, because I think it's more engine based than mod scripts. Question about damage and ranks - I've found what new soldiers (aquanauts) often not killing enemy in one shot what usually dies of it if someone more experienced shoot them. Same for throwing grenades. So question - why it happens and what determine damage - current stats of soldier (aquanaut) or her/his rank? Thanks for patience and apologizes if that question has been already answered.

Both current stats and rank can determine damage.

But as far as I know the only mod using rank to determine damage is Piratez (and only for a very few weapons)... everything else uses only soldier stats.

Offline The Reaver of Darkness

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Re: OXCE (OpenXcom Extended) main thread
« Reply #217 on: June 21, 2019, 06:38:35 pm »
Question about damage and ranks - I've found what new soldiers (aquanauts) often not killing enemy in one shot what usually dies of it if someone more experienced shoot them. Same for throwing grenades.

It's a variety of subtle factors you may not be noticing, plus some apophenia. Maybe your less experienced soldiers are up toward the front and more likely to get the first shot. Maybe your more experienced soldiers carry better weapons. Maybe aliens are less likely to survive a hit gradually as the game progresses--your soldiers become more experienced but also get better weapons. Maybe you get better at using the same weapons, because you the player are more experienced and know what kills them. As for grenades and other explosives, it's probably the same, but hitting a square closer to the target counts for more damage (usually 10 more).

I've actually experienced the converse: as I research better armors, my rookies seem to become more powerful in combat. It's probably just that they can hold the line better, and it's definitely not them doing more damage.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #218 on: June 21, 2019, 06:44:32 pm »
Without trying to say something bad about the game or about the players: I haven't seen a game, which would spawn more myths about its mechanics than Xcom.

Offline Phluff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #219 on: June 30, 2019, 09:33:46 am »
So, I'm not too sure what's going on with this, but after installing everything, both including and excluding TFTD, I'm getting this error.

Spoiler:

TFTD:

Spoiler:

Base:

Spoiler:

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #220 on: June 30, 2019, 10:09:22 am »
It says you are missing file UFO/UFOGRAPH/SPICONS.DAT

Can you check if this file exists?

Offline The Reaver of Darkness

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Re: OXCE (OpenXcom Extended) main thread
« Reply #221 on: June 30, 2019, 10:51:23 pm »
Without trying to say something bad about the game or about the players: I haven't seen a game, which would spawn more myths about its mechanics than Xcom.
No kidding. I recently came across my old pro-tips forum post and was appalled to see just how inaccurate it was. And I was a veteran player of several years when I posted that. Modding has really helped me to understand the game in a way that playing it could never teach me.

X-Com Pro-tips!

Offline Phluff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #222 on: July 01, 2019, 09:07:30 am »
It says you are missing file UFO/UFOGRAPH/SPICONS.DAT

Can you check if this file exists?

That would be in the original? I can check. If not, can I snag the one from tftd, or are they different?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #223 on: July 01, 2019, 09:34:20 am »
Yes it is from the original.
And they are different in UFO and TFTD.

Offline Phluff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #224 on: July 01, 2019, 04:16:11 pm »
Yes it is from the original.
And they are different in UFO and TFTD.

Thank you. That got me going.