Author Topic: OXCE (OpenXcom Extended) main thread  (Read 21633 times)

Offline Solarius Scorch

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Re: OXCE (OpenXcom Extended) main thread
« Reply #240 on: July 08, 2019, 08:58:01 pm »
I've seen it... But I doubt more than 5% of players actually use them. It's probably still too generous. ;)

Offline ajnunezr

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Re: OXCE (OpenXcom Extended) main thread
« Reply #241 on: July 08, 2019, 09:10:10 pm »
I stooped using it like four years ago. But before, I used them a lot.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #242 on: July 08, 2019, 09:13:53 pm »
I see it with beginners quite a lot.

For experienced players, I strongly recommend not using any TU reserve, both kneel and shoot. You can do better on your own.

Offline tkzv

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Re: OXCE (OpenXcom Extended) main thread
« Reply #243 on: July 08, 2019, 09:33:51 pm »
Or is the colouration only supposed to reflect reserved shots?
It does reflect TUs reserved for kneeling when the operative is standing.
I don't know.
It's not like we have a specification for that, it's not vanilla.
Recent vanilla behaves exactly the same.

And I use kneeling reserve constantly — to look around.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #244 on: July 08, 2019, 09:41:22 pm »
Recent vanilla behaves exactly the same.

OpenXcom is not vanilla :)
I meant original from 1994.

Offline The Reaver of Darkness

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Re: OXCE (OpenXcom Extended) main thread
« Reply #245 on: July 09, 2019, 01:37:12 am »
I was under the impression that most people, especially veterans, used the TU reserve buttons. I use them frequently, usually to move several soldiers quickly without overspending their TUs. It's a great timesaver at times, but sometimes I turn it off because the amount I want to reserve isn't an available option.

While we're on the subject of the movement and indicators, I have noticed another bug quite a few times: When a soldier with 8-11 time units tries to walk through a closed door, they open the door (spending 4 time units) and then stop, giving you the error that they do not have enough time units to proceed. You have to issue the order a second time to get them through the door. I suspect that what's happening is the game deducts the 4 TUs for opening the door without going through it, then incorrectly tests for 8 time units remaining for going through a closed door. It may be failing to update the door's status on the time unit checker.


He's serious.
The feature though is completely redundant/irrelevant IMO, feels like it's done only because it can be done, no other reason.
But maybe it's just me...
That's X-Piratez's features in a nutshell. The mod uses features because they are available. I like it, because it's a one-stop shop for modding examples. X-Piratez plus the ruleset reference (fantastic work on the OXCE documentation btw) will get you enough info to type up almost any mod features short of scripts.

Offline N7Kopper

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Re: OXCE (OpenXcom Extended) main thread
« Reply #246 on: July 16, 2019, 09:06:20 pm »
I was under the impression that most people, especially veterans, used the TU reserve buttons. I use them frequently, usually to move several soldiers quickly without overspending their TUs. It's a great timesaver at times, but sometimes I turn it off because the amount I want to reserve isn't an available option.
I would probably use them a lot more often if it wasn't for OCX's route indicators. Sure beats having to remember the exact TU costs for every type of terrain in the game, for both vanilla jogging and OCX sprinting and strafing. Also misclicks. Misclicks are the work of T'Leth.

While we're on the subject of the movement and indicators, I have noticed another bug quite a few times: When a soldier with 8-11 time units tries to walk through a closed door, they open the door (spending 4 time units) and then stop, giving you the error that they do not have enough time units to proceed. You have to issue the order a second time to get them through the door. I suspect that what's happening is the game deducts the 4 TUs for opening the door without going through it, then incorrectly tests for 8 time units remaining for going through a closed door. It may be failing to update the door's status on the time unit checker.
The route indicators aren't perfect, you usually still do have to eyeball things like getting up from a crouch and opening automatic doors. (Countless rookies have been spared horrible death from tactical suicide by the humble right click-to-strafe combo emulating real life breaching techniques.) Guess it's just like vanilla, given how you always had to factor in TU costs for turning when reserving for shots. It would make sense that the route indicator's displayed cost is what the game internally uses for checking if you have enough TUs to keep moving, as opposed to how many TUs you currently actually have.

Offline WiperX

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Re: OXCE (OpenXcom Extended) main thread
« Reply #247 on: July 21, 2019, 08:03:05 am »
Hi Meridian! Could you move the mod menu like in Nightlies? Thanks :)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #248 on: July 21, 2019, 09:32:36 am »
Hi Meridian! Could you move the mod menu like in Nightlies? Thanks :)

Why?

Offline WiperX

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Re: OXCE (OpenXcom Extended) main thread
« Reply #249 on: July 21, 2019, 10:52:42 am »
Why?
so it is more convenient, options separately, mods separately. But it's your choice of course.