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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 596074 times)

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #345 on: November 27, 2019, 04:59:03 pm »
Meridian please tell us how "mindPower" (facilities) works? The search provides links only to your presentations without any explanation.
« Last Edit: November 27, 2019, 05:00:52 pm by Ethereal »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #346 on: November 27, 2019, 05:17:19 pm »
Meridian please tell us how "mindPower" (facilities) works? The search provides links only to your presentations without any explanation.

Vanilla mind shield facility has a mind power of 1.
If you build 2 mind shield facilities in vanilla, they have together a mind power of 2.

In OXCE, instead of building 3 mind shields with power 1, you could also build just 1 mind shield with power 3... both would have the same effect.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #347 on: November 27, 2019, 05:34:23 pm »
Vanilla mind shield facility has a mind power of 1.
If you build 2 mind shield facilities in vanilla, they have together a mind power of 2.

In OXCE, instead of building 3 mind shields with power 1, you could also build just 1 mind shield with power 3... both would have the same effect.

Oh, if I knew before ... Thanks for the answer. I think that for this parameter it is worth giving a more detailed description in the "ruleset reference", so that more questions would not arise. It says - "The power of the mind shield provided by this facility.", which misled me.

Offline Finnik

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Re: OXCE (OpenXcom Extended) main thread
« Reply #348 on: November 29, 2019, 12:45:49 am »
Is it doable to make a code addition to let modder define UFO in alienDeployment, and then transfer this info to map generation? As for now for many thinks like Cult houses in XCF we need to define the whole mapscript for such deployment - to add specific ufo into mapscript. There is a lot of copypasting because of it. And it does not let me use terrain-specific mapscripts with such a deployment, where is a need to define a ufo. That multiply copypasting to the near-impossible limit.

UPD: looks like there are some ways (https://openxcom.org/forum/index.php/topic,7631.0.html) =)
« Last Edit: November 29, 2019, 01:13:24 pm by Finnik »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #349 on: November 29, 2019, 08:50:38 pm »
New OXCE v6.2 is up.

2019-11-29
 - BREAKING CHANGE: Option for extended running behavior: https://openxcom.org/forum/index.php/topic,7623.0.html
 - BREAKING CHANGE: Option for extended weapon reload cost: https://openxcom.org/forum/index.php/topic,7613.0.html
 - Weapon/ammo category "sharing": https://openxcom.org/forum/index.php/topic,7632.0.html
 - Medikit targets: https://openxcom.org/forum/index.php/topic,7633.0.html
 - EXPERIMENTAL: Options>Folders GUI
 - Mod startup check: Manufacturing time must be greater than zero
 - Unhardcoded alien inventory offsets: see 'alienInventoryOffsetX' and 'alienInventoryOffsetBigUnit'
 - Don't load custom mods from the "standard" folder
 - A few more hotkeys: https://openxcom.org/forum/index.php/topic,7561.0.html
 - Consider monthly performance bonus during arc/mission/event scripts
 - Fix grenade timer during civilian missions
 - various bugfixes

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

OpenXcom ruleset validator has been updated too: https://openxcom.org/forum/index.php/topic,6552.0.html

Updated ruleset reference: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)

Offline robin

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Re: OXCE (OpenXcom Extended) main thread
« Reply #350 on: December 01, 2019, 10:07:05 pm »
how to define damage types?
should i just add the extra modifiers to all the armors? but then how to name them?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #351 on: December 01, 2019, 10:44:46 pm »
You don't have to change all armors, if you don't define anything it will be considered 100%.

Code: [Select]
  STR_DAMAGE_10: "10"
  STR_DAMAGE_11: "11"
  STR_DAMAGE_12: "12"
  STR_DAMAGE_13: "13"
  STR_DAMAGE_14: "14"
  STR_DAMAGE_15: "15"
  STR_DAMAGE_16: "16"
  STR_DAMAGE_17: "17"
  STR_DAMAGE_18: "18"
  STR_DAMAGE_19: "19"

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #352 on: December 14, 2019, 01:05:45 am »
Tell me, does the option that changes the order of loading units into ships exist?

Still continue to disappear 2x2 soldiers on some ships. And all because they are loaded after loading HWP. With 1x1 HWP and 2x2 soldiers, need a different loading algorithm.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #353 on: December 14, 2019, 10:11:38 am »
Loading order is:
1. HWPs
2. 2x2 soldiers
3. 1x1 soldiers

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #354 on: December 14, 2019, 10:20:59 am »
Loading order is:
1. HWPs
2. 2x2 soldiers
3. 1x1 soldiers

Yes I know. It is in this that's the problem.

Offline Mathel

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Re: OXCE (OpenXcom Extended) main thread
« Reply #355 on: December 14, 2019, 11:15:21 am »
How about turning it into:
2x2 HWPs
2x2 Soldiers
1x1 HWPs
1x1 Soldiers

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #356 on: December 14, 2019, 11:18:18 am »
What a brilliant idea.
I would never think of that.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #357 on: December 14, 2019, 01:10:01 pm »
Apparently this is very difficult to implement. I, in turn, found a temporary solution - adding additional spawn cells. True, it looks monstrous when the tank is respawn on the roof of the ship.  :D I'd like to hope that this measure is really temporary.

Offline The Reaver of Darkness

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Re: OXCE (OpenXcom Extended) main thread
« Reply #358 on: December 15, 2019, 09:11:06 am »
Apparently this is very difficult to implement. I, in turn, found a temporary solution - adding additional spawn cells. True, it looks monstrous when the tank is respawn on the roof of the ship.  :D I'd like to hope that this measure is really temporary.

If you send me a pm with your craft map and load order, I can send you back an optimized version that should work for your needs without making significant changes.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #359 on: December 15, 2019, 10:59:13 am »
If you send me a pm with your craft map and load order, I can send you back an optimized version that should work for your needs without making significant changes.

Thank you for the offer, but I already did everything myself. On some ships (such as Sentinel, Tactical Lightning), in the with the current loading system, a vanishing tank has nowhere to go. Only on the roof.