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Author Topic: OXCE (OpenXcom Extended) main thread  (Read 161941 times)

Offline Yankes

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Re: OXCE (OpenXcom Extended) main thread
« Reply #840 on: July 17, 2021, 03:50:16 pm »
I pushed two experimental  UI features by Buscher:
One is sending multiple crafts as "wing" using shift (one is leading, rest is following it)
Second is option for continuing given mission after HK attack

There will be some tweaks and updates to it.

Offline Varana

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soldierTransformation manapool
« Reply #841 on: July 21, 2021, 10:19:14 am »
How do I change the mana skill in soldierTransformation? Is there some trick?

Code: [Select]
soldierTransformation:
  - name: STR_ELITE_TRAINING_A
    flatOverallStatChange:
      psiStrength: 5 # works fine in OXCE 7.0
  - name: STR_ELITE_TRAINING_B
    flatOverallStatChange:
      mana: 1 # does not work in OXCE 7.0
  - name: STR_ELITE_TRAINING_C
    flatOverallStatChange:
      manaPool: 1 # does not work in OXCE 7.0

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #842 on: July 21, 2021, 02:47:24 pm »
Code: [Select]
soldierTransformation:
  - name: STR_ELITE_TRAINING_B
    flatOverallStatChange:
      mana: 1 # does not work in OXCE 7.0

this one works just fine for me...
« Last Edit: July 21, 2021, 02:49:14 pm by Meridian »

Offline Varana

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Re: OXCE (OpenXcom Extended) main thread
« Reply #843 on: July 21, 2021, 09:17:02 pm »
Thanks for help.

After searching I found my mistake: There was an
"upperBoundAtMaxStats: true"
and mana limits not in my mind. Now all is fine.  :)

Offline Cristao

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Re: OXCE (OpenXcom Extended) main thread
« Reply #844 on: July 21, 2021, 10:30:29 pm »
Having a play through of Vanilla XCOM: UFO Defense with my kid and he mentioned something - In X Piratez we could see status indicators for units that were stunned, bleeding etc. However we couldnt see such when using OpenXcom Extended - did I miss the option for it or is there a mod that adds it? I didnt want to open a new thread for this.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #845 on: July 21, 2021, 11:05:46 pm »
Having a play through of Vanilla XCOM: UFO Defense with my kid and he mentioned something - In X Piratez we could see status indicators for units that were stunned, bleeding etc. However we couldnt see such when using OpenXcom Extended - did I miss the option for it or is there a mod that adds it? I didnt want to open a new thread for this.

It requires a mod.
I haven't seen a standalone mod just for this around, but it is easy to create once you have the images.

Offline Cristao

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Re: OXCE (OpenXcom Extended) main thread
« Reply #846 on: July 21, 2021, 11:50:49 pm »
Thanks Meridian.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #847 on: July 24, 2021, 02:22:48 pm »
- Craft returning after mission don't join dogfights

Meridian, please make it an option that can be enabled or disabled as desired.

Although recently an aggressive UFO destroyed my ship returning from a mission, the player himself must take measures to prevent such a development of events and send interceptors to escort the transports. I made a mistake and was punished, but I am against the elimination of this threat.

Offline Juku121

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Re: OXCE (OpenXcom Extended) main thread
« Reply #848 on: July 28, 2021, 02:45:14 am »
- User option for (mouse) thumb buttons support (`thumbButtons: true/false` in options.cfg)
Is there something setup-specific about this, or does it always default to 'false'? Because if I hadn't remembered this from earlier versions and gone looking for how to re-enable it, I would never have suspected it was a thing.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #849 on: July 28, 2021, 10:07:31 am »
Is there something setup-specific about this, or does it always default to 'false'? Because if I hadn't remembered this from earlier versions and gone looking for how to re-enable it, I would never have suspected it was a thing.

Always defaults to false.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #850 on: August 11, 2021, 07:45:53 pm »
There is one more option for the players.
Ctrl+X (during idle BattleScape) toggles unit response sounds on/off.

Yes, it is much more convenient. Can add such a function to the "Links" menu?
« Last Edit: August 11, 2021, 07:53:08 pm by Ethereal »

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #851 on: August 12, 2021, 05:16:49 pm »
How to remove the measurement system in miles? In the original there was a metric system, and now go to "stats for nerds" and see some horror, in the form of speed in knots and distance in miles. How to get rid of this?

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #852 on: August 12, 2021, 10:43:58 pm »
How to remove the measurement system in miles? In the original there was a metric system, and now go to "stats for nerds" and see some horror, in the form of speed in knots and distance in miles. How to get rid of this?

Can you post an example/screenshot. I don't know what you mean.

Offline Ethereal

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Re: OXCE (OpenXcom Extended) main thread
« Reply #853 on: August 13, 2021, 06:53:51 am »
Can you post an example/screenshot. I don't know what you mean.

Screenshots. I wanted to say that all these recalculations between miles and kilometers are unnecessary. I would really like to see in" stats for nerds " only what is written in the ".rul "file, and how to name these conditional units, everyone should decide for himself, through "extraStrings".

I don't know how to say it better... In general, need a toggle of basic calculus systems. We have adopted the metric system in Russia and no one measures anything in knots and miles. I set the characteristics of objects and write descriptions guided by the metric system (I don't know any others), and as a result, some kind of mess turns out.

Offline Meridian

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Re: OXCE (OpenXcom Extended) main thread
« Reply #854 on: August 13, 2021, 09:31:08 am »
In the original there was a metric system

You said that in the original there was a metric system.
If there is a difference between the original and OpenXcom somewhere, I'm willing to fix it (unless it was a clear bug in the original)... but you didn't show any difference to the original.

As for "stats for nerds", it shows true units as used for real calculations.

I also have no idea how much a mile or a knot is... I'm from Europe... that's why I added conversion to kilometers and to km/h.
But the originals will stay because that's how they are written in rul files and both modders and players deserve to see the true ruleset values, which is the primary purpose of "stats for nerds".