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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 445518 times)

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #615 on: October 05, 2020, 10:49:41 pm »
Q key

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #616 on: October 06, 2020, 07:10:47 pm »
Remind me, please, which option rigidly fixes stat points received for missions, not allowing soldiers to exceed statCaps under any circumstances? And is there such an option?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #617 on: October 06, 2020, 08:39:07 pm »
Remind me, please, which option rigidly fixes stat points received for missions, not allowing soldiers to exceed statCaps under any circumstances? And is there such an option?

No, there is no such option.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #618 on: October 06, 2020, 09:00:53 pm »
No, there is no such option.

Very sad. I wanted to use ARMOR_GAINS_EXTRA_SECONDARY_STATS_PERCENT, but in the absence of hard limits, this script spoils everything for me. Apparently I have to without him.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #619 on: October 06, 2020, 10:32:54 pm »
Very sad. I wanted to use ARMOR_GAINS_EXTRA_SECONDARY_STATS_PERCENT, but in the absence of hard limits, this script spoils everything for me. Apparently I have to without him.

You can change the script to apply the hard limits.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #620 on: October 06, 2020, 11:07:27 pm »
You can change the script to apply the hard limits.

I'm trying.  :) Sooner or later, something is possible and will work out.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #621 on: October 07, 2020, 09:27:24 am »
I couldn't do anything with this script, but it is as a cheating tool with the experience of a soldier - great!

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #622 on: October 07, 2020, 10:29:24 pm »
In which particular file should add "extendedMeleeReactions"? This option does not work for me in either "difficulty.rul" or "vars.rul". Or do need to adjust the weapon for reaction separately?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #623 on: October 07, 2020, 10:33:59 pm »
In which particular file should add "extendedMeleeReactions"? This option does not work for me in either "difficulty.rul" or "vars.rul". Or do need to adjust the weapon for reaction separately?

Any file, but it needs to be inside "constants:" parent attribute.

Example here: https://openxcom.org/forum/index.php/topic,8166.msg127065.html#msg127065

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #624 on: October 07, 2020, 11:56:45 pm »
Any file, but it needs to be inside "constants:" parent attribute.

Example here: https://openxcom.org/forum/index.php/topic,8166.msg127065.html#msg127065

It was written in Ruleset_Reference_Nightly, but translator failed... Understood. Thanks.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #625 on: October 09, 2020, 03:15:52 pm »
Is it possible to do endless research like "Future Technology" in Civilization 2?

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #626 on: October 10, 2020, 06:32:20 pm »
Question about Distruptor pulse launcher - I've found what even with 120% (I know now what is not real accuracy %) it missing a lot - torpedo follows few way point but after that just flew out of battle map screen. Why that happened? New OXCE mechanics or it should be by default?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #627 on: October 10, 2020, 07:12:30 pm »
Question about Distruptor pulse launcher - I've found what even with 120% (I know now what is not real accuracy %) it missing a lot - torpedo follows few way point but after that just flew out of battle map screen. Why that happened? New OXCE mechanics or it should be by default?

There are no new mechanics.

After the last waypoint, the missile just continues in the same direction... and if it doesn't hit anything along the way, it goes out of the battle map.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #628 on: October 10, 2020, 07:39:28 pm »
This is strange and still confuse me. I set way points as forward, next up, next right and last is down to hit the colony roof in the middle. But instead of it the missile going up flew to roof and not moving down to hit but just off the map. It's just ignore last way point completely. Plus in few mission, usually with medium USO aliens has a lot of D.P.L.s but they missing too. Not every time of course.
Here the screenshots what I made in debug mode New battle:


But my last way point inside the base. May that's why it not working? It's just ignoring roof wall at all.
P.S.
I did 4th way point just one tile below 3rd on the roof but missile still missing and disappearing

Save file to test. The guy who shoot has 78% on dpl:
« Last Edit: October 10, 2020, 07:58:31 pm by Shiroi Bara »

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #629 on: October 10, 2020, 08:05:32 pm »
It works for me just fine, see attached video.