aliens

Author Topic: OXCE (OpenXcom Extended) main thread  (Read 90371 times)

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #645 on: October 13, 2020, 05:51:05 pm »
I hope this is the right topic to ask my question.

When you're on the ground and if you try to retrieve an object, you get the message "Alien object" as long as no search has been done!
It's perfect!
But at the end of the mission we see the name of the object. This makes future searches much easier. Especially for very old players like me!

In several other games of the same kind as UFO/TFTD one knows the name of the object only after research. In the meantime we see in stores and in the laboratory "alien object" or "alien weapon"!

So my question is simple: is it possible to do the same thing in OXCE?
Tks !

Translated by https://www.deepl.com/translator

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #646 on: October 13, 2020, 05:58:37 pm »
So my question is simple: is it possible to do the same thing in OXCE?

no

Offline BlackStaff

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Re: OXCE (OpenXcom Extended) main thread
« Reply #647 on: October 13, 2020, 06:00:58 pm »
Clear... fast and accurate!  :'(
What a shame!

Offline Nilex

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options.cfg conflict
« Reply #648 on: October 16, 2020, 03:47:40 pm »
So I've set up my OXC and OXCE installs (both standalone) in separate folders on non-system partition (Win7) and noticed there is a clash between the two because they both use the same options.cfg file in Documents folder. OXCE reads OXC settings fine initially, but after I make changes in OXCE and run OXC, extra options from OXCE are wiped when I run it again and need to be set again.

Is there any way to force separate config for each? For example to use OXC for vanilla games and OXCE for mods, without needing to adjust extra options every time OXCE is ran after OXC. Thought the strength of standalone was keeping stuff localized inside their own folders. Took a quick look at XPiratez and it handles it locally, inside dedicated .\user subfolder. There's gotta be a simple trick I missed.

EDIT (as I'm writing this no less...): Aaand indeed there is. Or, if one is feeling extra adventurous. Standalone powah!
Honestly didn't expect search engine to find an answer but I gave it a shoot anyway (bit too late). Gonna hit Post anyway, maybe someone finds it amusing if not helpful.

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #649 on: October 17, 2020, 09:14:04 pm »
I have a question about pilot system. If interceptor weapon has 50% accuracy and pilot bring 15% accuracy bonus how it affect weapon on board? Will it change to 65% total? What exactly those 15%? Same for dodging bonus. Thanks in advance.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #650 on: October 17, 2020, 09:28:22 pm »
Yes, it will be 65%.

They add up.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #651 on: October 18, 2020, 05:02:29 pm »
New OXCE v6.7 is up.

2020-10-18
QoL:
- Show hours per unit in ManufactureInfo GUI
- Soldier bonus stats change summary table (in Soldier Bonus GUI)
- Dogfight multi-commands (R-click): https://openxcom.org/forum/index.php/topic,8655.0.html
- More default item categories (armors, prisoners) in Buy/Sell/Transfer UIs
- Show only "supported" races in New Battle GUI
- Transformations Overview GUI (by ohartenstein23)
- M-click in Build Facilities GUI: https://openxcom.org/forum/index.php/topic,7233.0.html
- Fast airborne transfer by selecting a new base as craft destination (by ohartenstein23)
- Allowed armors shown as a scrollable list (in "What can I wear?" GUI)
- Hotkey 'End' to reset interception music in Ufopedia
- Ufopedia multi-page indicator (for item articles): https://openxcom.org/forum/index.php/topic,8091.0.html
- Craft weapons can now be enabled/disabled in the hangar (click on icon)
- Stat strings update more often (after dogfight, every day after training)
- Added options.cfg entry for Intercept GUI display mode

Modding:
- BREAKING CHANGE: Combined display of vanilla+custom categories: 'useCustomCategories' (true/false) changed to 'displayCustomCategories' (0/1/2)
- Game over (win/lose) support after a research cutscene
- EXPERIMENTAL: Death traps: https://openxcom.org/forum/index.php/topic,7671.msg132978.html#msg132978
- EXPERIMENTAL: Melee terrain damage: https://openxcom.org/forum/index.php/topic,8634.0.html
- Psi camouflage: https://openxcom.org/forum/index.php/topic,7816.0.html
- Research gate for building new xcom bases: `newBaseUnlockResearch`
- Option to sort new research list by cost/name: `enableNewResearchSorting`
- Throw range limits + underwater throw range factor: https://openxcom.org/forum/index.php/topic,8273.0.html
- Finished research can now spawn geoscape events directly: https://openxcom.org/forum/index.php/topic,7698.0.html
- Ability to spawn persons via geoscape events: https://openxcom.org/forum/index.php/topic,7215.msg132650.html#msg132650
- Spawned soldier template (via Manufacturing): https://openxcom.org/forum/index.php/topic,8615.0.html
- Support for limited craft storage space: https://openxcom.org/forum/index.php/topic,8577.msg132148.html#msg132148
- Added automatic off-centre shooting (by karadoc)... as user option

Scripting:
- Get/set fatal wounds per body part, get/set current armor per body side
- Added scripts hooks for melee hit chance

Bugfixes:
- Prevent psionic capture of uncapturable units
- Fixed throwing items through ceilings and walls (OG bug)
- Fixed custom initial base bug
- Fixed soft and hard limit auto-detection in transformation stats update
- Fixed order-dependent facility upgrading

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

Wiki ruleset reference and VSCode ruleset validator were updated.

PS: MacOS build will be available in a few days.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #652 on: October 18, 2020, 09:52:11 pm »
Thank you so much for the update. A lot of useful things. Especially impressive is the opportunity to finally create a branch of specialized cargo ships.

Offline efrenespartano

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Re: OXCE (OpenXcom Extended) main thread
« Reply #653 on: October 18, 2020, 11:34:40 pm »
Thank you so much for your efforts, mate! You are such a good man, Meridian. :D

I totally love the new Event additions you have made, I've been waiting for them since a long time


Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #654 on: October 19, 2020, 06:14:10 pm »
Gentlemen may I ask question about Psy/MC attacks - what circumstances trigger it? Let's set all option to defaults - I mean what aliens can attack regardless of line of sight. When they exactly start doing it? When they spot x-com units, when certain amount of turns has passed or something else? What priority they will use? Weak Psy/MC units, high ranked units or units with most powerful weapons in hands?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #655 on: October 19, 2020, 06:49:42 pm »
They don't need line of sight (by default).
But they need to be aware of you, i.e. someone must have spotted you.

As for the rest, they use psi if they have good psi skills and they prefer weak psi soldiers. RNG is also a big factor.

There is no turn limit (by default), no rank preference, no powerful weapons preference.

Offline Nilex

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Re: OXCE (OpenXcom Extended) main thread
« Reply #656 on: October 20, 2020, 09:30:28 pm »
Gentlemen may I ask question about Psy/MC attacks - what circumstances trigger it? Let's set all option to defaults - I mean what aliens can attack regardless of line of sight. When they exactly start doing it? When they spot x-com units, when certain amount of turns has passed or something else? What priority they will use? Weak Psy/MC units, high ranked units or units with most powerful weapons in hands?
Based on my last 3 months playing vanilla TFTD (dunno exactly how OXCE differs but my guess is not by much):
- aliens need to have PSI/MC capable unit on map
- your soldier only needs to be spotted, horizontal distance is irrelevant but affects success rate the most (under 20 tiles and is practically a guaranteed success but over let's say 30 and it will never succeed, under same conditions)
- they prioritize: spotted, then weakest resistance (fixed PSI/MC strength, even if you aren't there yet)
- at 20th turn aliens get a free peak at all your solders
Now the most confusing part:
- when you hit an alien with direct fire, that soldier becomes visible to all aliens on map (and remains visible for number of turns equal to hidden Intelligence attribute value every alien has, max I think is 4), obstacles or distance don't matter to visibility
Last part probably isn't 100% correct. Maybe hit alien must only be wounded and they are remembering only for one turn instead, with Intelligence coming into effect in some other circumstances. Or it is 100%. Hell if I know. One thing I clearly remember, after my PTSD wore off, is if you are getting frustrated - you are playing it right!

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #657 on: October 21, 2020, 02:18:38 pm »
This is may be because some graphics settings in my OXCE but I want to ask anyway:

I mean this pink back screen. If I remember correctly in early version when message about out of space pops out you can still see normal green back layout with items on it. Is this new OXCE feature or I mistake and it was before ? Using latest version.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #658 on: October 21, 2020, 03:11:51 pm »
It is an issue with the latest version.

Just visual.

I've tested it only in geoscape where it doesn't happen, on all other places it does. I will fix it today.
« Last Edit: October 21, 2020, 03:54:21 pm by Meridian »

Offline Shiroi Bara

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Re: OXCE (OpenXcom Extended) main thread
« Reply #659 on: October 22, 2020, 02:58:05 pm »
Question about throwing. The guy in front who have a flare in his hand trying throw it to another guy in front but flare just drops to his own feet. So: 1. I'm unlucky with trowing accuracy (but this is strange I did this 3 times in row and all was unsuccessful) 2. This is kneeling behavior. 3. It's because Triton roof  affect throwing on distance. 4. May be a  bug. Save file attached, don't forget remove Ironman mode there.