Author Topic: OXCE (OpenXcom Extended) main thread  (Read 291537 times)

Offline Charly1

  • Captain
  • ***
  • Posts: 65
    • View Profile
    • Email
Re: OXCE (OpenXcom Extended) main thread
« Reply #1215 on: September 29, 2022, 09:33:26 pm »
 Thanks for the responses guys.

Ok... copy just the open xcom directory? I assume the installation copies the files from the original?

Sent from my SM-G950F using Tapatalk


Offline psavola

  • Colonel
  • ****
  • Posts: 128
    • View Profile
    • Email
Re: OXCE (OpenXcom Extended) main thread
« Reply #1216 on: October 01, 2022, 02:13:55 pm »
Is there a way to enable/disable craft weapons except in dogfight mode? (Disabled craft weapons show up with '*' in base craft view.) If there isn't, it would be very beneficial to have a way.

The use case in TFTD mods is equipping crafts with sonic oscillators and PWT launchers, but using PWT launchers only when having to deal with hunter-killers. You need to keep PWTs enabled except always disable them in planned casual dogfights; there isn't enough time to activate them if you get attacked by HK and they are disabled. The same applies for fusion ball launchers, I suppose.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 7724
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1217 on: October 01, 2022, 02:21:36 pm »
Is there a way to enable/disable craft weapons except in dogfight mode? (Disabled craft weapons show up with '*' in base craft view.) If there isn't, it would be very beneficial to have a way.

The use case in TFTD mods is equipping crafts with sonic oscillators and PWT launchers, but using PWT launchers only when having to deal with hunter-killers. You need to keep PWTs enabled except always disable them in planned casual dogfights; there isn't enough time to activate them if you get attacked by HK and they are disabled. The same applies for fusion ball launchers, I suppose.

click on the weapon icon in the base craft view

Offline psavola

  • Colonel
  • ****
  • Posts: 128
    • View Profile
    • Email
Re: OXCE (OpenXcom Extended) main thread
« Reply #1218 on: October 01, 2022, 04:37:40 pm »
click on the weapon icon in the base craft view

Excellent, thanks!

Offline zx_79

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1219 on: October 06, 2022, 12:19:14 pm »
Hello,

Please kindly consider the following:

2. Same tier "Master of %weapon%" and "Bane of %race%" commendations do not stack, with only one of each tier being applied, thus the soldier can actually decrease stats with new kills - say, racking 100 Zombies to get tier 6 will cancel out the existing tier 6 from 100 cultists, so -2 for three relevant stats, despite being technically more experienced. Would be a welcome change if that is possible.

Couple UI/Quality of Life suggestions:

1. To reveal commendation progress counter somewhere, probably on personal files page. Like, if clicking soldier`s Trooper award details, aside from stat bonus provided, also see "current count is X, next level is on Y".

1.1. To add number of kills with weapon to the damage tooltip shown when Alt is pressed in Inventory screen. Saves the player from going to Agent List, then Files > Combat to see which weapon the soldier progressed with and memorizing who gets what gun.

1.2. To get the same info - damage and kill count - also for an unarmed attack when Alt is pressed on the empty hand.

2. To keep currently equipped items on the squad selection "Preview" screen, to be able to quickly see potential accuracy and TU cost for all fire modes available not having to bring the gun in actual combat and then find out you don`t shoot it really well. Or Alt-Tab to the wiki, do calculations manually and memorize everything.

I have read the suggestion guidelines (why they are being rejected), this doesn`t seem contradictory to them, so.

Thanks!

Offline Rangerh

  • Colonel
  • ****
  • Posts: 100
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1220 on: October 06, 2022, 02:40:15 pm »
A question about modding with the latest OXCE

On a ruleset for a megamod there are a lot of soldiers defined. by example
Code: [Select]
  - type: STR_SOLDIER_1
    race: STR_SECTOID
    rank: STR_LIVE_SOLDIER
    stats:
      tu: 54
      stamina: 90
      health: 30
      bravery: 80
      reactions: 63
      firing: 52
      throwing: 58
      strength: 30
      psiStrength: 40
      psiSkill: 0
      melee: 76
    armor: SECTOID_ARMOR0
    standHeight: 16
    kneelHeight: 12
    value: 10
    deathSound: 10
    intelligence: 3
    aggression: 2

  - type: STR_SOLDIER_2
blablabla, lots of lines

  - type: STR_SOLDIER_3
blablabla, lots of lines

But i want to make a minimod for such megamod that just change a line for each of those units, can my minimod do the following :
Code: [Select]
units:
  - type: STR_SOLDIER_1
    aggression: 6
  - type: STR_SOLDIER_2
    aggression: 6
  - type: STR_SOLDIER_3
     aggression: 6
  - type: STR_SOLDIER_4
    aggression: 6
  - type: STR_SOLDIER_5
    aggression: 6

Or am forced to copy the complete soldiers definitions (with all their lines of code) in the minimod, not just the changed line ?
« Last Edit: October 06, 2022, 02:51:24 pm by Rangerh »

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 7724
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1221 on: October 06, 2022, 03:46:43 pm »
You can (and should) just define the changed attributes.

You don't have to (and shouldn't) copy everything.

Offline Rangerh

  • Colonel
  • ****
  • Posts: 100
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1222 on: October 06, 2022, 04:49:22 pm »
Thank you a lot, that will simplify things for me :)

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 7724
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1223 on: October 09, 2022, 04:13:56 pm »
Thank you Meridian, much appreciated.

I noticed another minor thing with the soldier sorting. By design, if you hold Ctrl while sorting, the soldier list doesn't sort but only shows the values for the sorting criterion you selected. However, if you then open the sort dropdown again and click somewhere outside the list to close the dropdown without selecting a sort criterion, the soldier list is sorted as per the criterion selected (unless again Ctrl is held). I think that closing the dropdown this way should not apply any sort action.

Done.

Test all comboboxes everywhere carefully if I didn't break something.

Offline Alpha Centauri Bear

  • Colonel
  • ****
  • Posts: 137
    • View Profile
    • Email
Re: OXCE (OpenXcom Extended) main thread
« Reply #1224 on: October 21, 2022, 05:19:21 pm »
Fellow players,
Please check my suggestion about parametrizing UFO size accuracy modifier for armaments.
https://openxcom.org/forum/index.php/topic,10819.msg149842.html#msg149842

The main driver is that vanilla formula is pretty crude and senseless with UFO size in denominator. That makes armament accuracy multiplier jumping from 1.25 for large to 2.00 for extra large making Dreadnaught much easier to fight which is pretty questionable feature by itself. On top of it precise weapons like missiles do not benefit from this multiplier at all as they are already at the cap which breaks intuitive perception for comparative armament strength.

Please approve/reject or make a counter suggestions. Thank you.

Offline Meridian

  • Global Moderator
  • Commander
  • ***
  • Posts: 7724
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1225 on: October 29, 2022, 07:39:59 pm »
New OXCE v7.8 is up.

2022-10-29
QoL:
- Award sorting: https://openxcom.org/forum/index.php/topic,10493.0.html

Features:
- Alternate craft equipment management: https://openxcom.org/forum/index.php/topic,10452.msg149914.html#msg149914
- Combobox change events now triggered only by list item selection: https://openxcom.org/forum/index.php/topic,6586.msg149718.html#msg149718

Modding:
- Soldier name pool weights and hiring by location: https://openxcom.org/forum/index.php/topic,10845.0.html
- Instant retaliation: https://openxcom.org/forum/index.php/topic,10808.0.html
- Option for retaliation UFO to ignore base defenses: https://openxcom.org/forum/index.php/topic,10809.0.html
- Mission sites at xcom base locations: https://openxcom.org/forum/index.php/topic,10810.0.html
- Option to disable transfer of units to next stage: https://openxcom.org/forum/index.php/topic,10194.msg149818.html#msg149818

Scripting:

Bugfixes:
 - one memory leak
 - forward-compatibility for c++20 compilation
 - workaround for VS 2022 compiler bug v17.2+

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

Ruleset validator was not updated. Will be done in a few days.
Wiki ruleset reference was not updated. Will be done in a few days.
Auto-update will be available on Windows in a few days.
« Last Edit: October 30, 2022, 11:38:35 am by Meridian »

Offline Ostrich-Hungry

  • Sergeant
  • **
  • Posts: 17
    • View Profile
    • Email
Re: OXCE (OpenXcom Extended) main thread
« Reply #1226 on: October 30, 2022, 02:42:56 am »
Thank you!!! Really, this is amazing!

Offline Nord

  • Commander
  • *****
  • Posts: 1449
  • The Gate is open.
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1227 on: November 08, 2022, 08:42:00 pm »
Wonderful work, thank you.

Question:
is armor movement cost accessible via scripts?
Thanks.
« Last Edit: November 08, 2022, 08:53:17 pm by Nord »

Offline Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 2838
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1228 on: November 08, 2022, 11:13:02 pm »
Yes, and editable by it.

Offline Yankes

  • Moderator
  • Commander
  • ***
  • Posts: 2838
    • View Profile
Re: OXCE (OpenXcom Extended) main thread
« Reply #1229 on: November 13, 2022, 01:39:36 am »
I making some improvements to updating lights on big maps, I would like people to check if everything is working correctly on test branch:
https://lxnt.wtf/oxem/builds//ExtendedTests/Extended-7.8.3-test-e6dcfc177-2022-11-12-win64.7z
Another thing is how faster it work for you.