Difference between revisions of "Info (OpenXcom)"

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== Beyond OXC ==
 
== Beyond OXC ==
You probably want to use OpenXcom with mods. This involves much less frustration when you understand basics of mod compatibility. Any mod may have one of 3 distinct engines as a requirement: pure OXC, "Nightly" OXC or OXCE. They are backward compatible, in general. For example, ''Hybrid Mod'' (which combines X-COM and TFTD) or ''X-Com Files'' require OXCE.
+
You probably want to use OpenXcom with mods. This involves much less frustration when you understand basics of mod compatibility. Any mod may have one of 3 distinct engines as a requirement: pure OXC, "Nightly" OXC or OXCE. They are backward compatible, in general. For example, ''Hybrid Mod'' (which combines X-COM and TFTD) or ''X-Com Files'' require OXCE. See also [[Installing (OpenXcom)]] and [[Mods (OpenXcom)]]
  
There are many mods. Fortunately, it’s not a complete mess. Metadata file included in the new path structure (Nightly and OXCE) allows mods to specify the required version of OXCE, if any, and master ruleset - normally xcom1 or xcom2 (TFTD), but sometimes another mod (which may have its own master ruleset in turn). In the mod setup page of Nightly or OXCE a drop-down list chooses the master, and only mods under that master are displayed; so e.g. if you chose ''UFO: EU'', the list is not cluttered with mods relevant only to TFTD or ''X-Com Files''.
+
There are many mods. Fortunately, it’s not a complete mess. Metadata file included in the new path structure (Nightly and OXCE) allows mods to specify the required version of the engine, if any, and master ruleset - normally xcom1 (EU) or xcom2 (TFTD), but sometimes another mod (which may have its own master ruleset in turn). In the mod setup page of Nightly or OXCE a drop-down list chooses the master, and only mods under that master are displayed; so if you chose ''UFO: EU'', the list is not cluttered with mods relevant only to ''TFTD'' or ''X-Com Files'', or vice versa.
See also [[Installing (OpenXcom)]].
 
  
* Old '''OXC''': the proper, stable ''release'' version. Updated approximately once per forever. Has few mods beyond improved resources (such as better sprites or sounds). If you want to play vanilla or mostly-vanilla, it's quite good.
+
* Plain old '''OXC''': the proper, stable ''release'' version. Updated approximately once per forever. Has few mods beyond improved resources (such as better sprites or sounds) or simple rebalance. If you want to play vanilla or mostly-vanilla, it's quite good.
  
 
* '''OXC Nightly''': as the name implies, it's a development/modding branch regularly compiled from its official repository. Bug fixes can be applied quickly, the rest seems to seep from OXCE very slowly. Thus it’s a more stable branch lagging far behind OXCE. It has the directory structure reworked, mod metadata file ('''metadata.yml''') is required.
 
* '''OXC Nightly''': as the name implies, it's a development/modding branch regularly compiled from its official repository. Bug fixes can be applied quickly, the rest seems to seep from OXCE very slowly. Thus it’s a more stable branch lagging far behind OXCE. It has the directory structure reworked, mod metadata file ('''metadata.yml''') is required.
  
* '''OpenXcom Extended''', aka OXCE: a cutting edge development branch of OpenXcom ahead of Nightly. Many features are moved from hardcoded to available for modding, some new features are added (accessible via mods). Since it's a very fresh development version, there's some risk that modding "language" may change in future.
+
* '''OpenXcom Extended''', aka OXCE: a cutting edge development branch of OpenXcom ahead of Nightly. Has some nice improvements (such as previews and [[Motion Scanner]] memory), but mostly it’s about modding. [[Ruleset Reference Nightly (OpenXcom)|Many features]] are moved from hardcoded to available for modding, some new features are added (accessible via mods). Since it's a very fresh development version, there's some risk that modding "language" may change in future. Some less-arcane highlights:
** So e.g. Nightly already allows shotguns, but the only new parameter is number of pellets in a round of ammunition. OXCE can treat it as one spread shot, rather than independent simultaneous shots, and allows to set relative spread and choose the distribution (evenly or grouping).
+
** TU costs, action menu texts and messages (if any) for all actions with items can be customized.
** TU costs of all actions with items are adjustable. Grenade functionality is split and customizable.
+
** [[Ruleset_Reference_Nightly_(OpenXcom)#Power_and_Damage_types|Weapons]] can have power reduced by range at arbitrary rate. Ammunition expended per shot in each firing mode is customizable. Adjustments to accuracy and damage from arbitrary combination of stats.
*** You can have fuses other than mostly-useless dial from the original game.
+
*** Shotguns. Nightly already allows them, but the only new parameter is number of pellets in a round of ammunition. OXCE can treat it as a single spread shot rather than independent simultaneous shots, set relative spread and choose the distribution (evenly or grouping).
*** Items can be primed and un-primed, if configured this way. Mostly applies to grenades, but also flares.
+
*** Spray targeting mode: if enabled for a given weapon, when auto fire mode is selected, Ctrl + Shift + Left-click starts picking numbered waypoints; once all waypoints are selected, firing starts, but now the unit will move its aim trying to evenly distribute hits along this path, rather than aiming at the same spot. The actual hit placement, of course, is affected by Accuracy as usual.
*** If you want to acknowledge the unpleasant fact that a demolition charge timer is ticking whether someone holds it tight or not, give it "isExplodingInHands: true" and it can go off while in equipment.
+
*** Firing modes can be customized, too. A double-barreled shotgun can be implemented by having "auto fire" mode set to 2 shots and renamed. Extra ammo slots, selected per mode — for underslung grenade launchers, etc.
** Weapons can have power reduced by range at arbitrary rate. Ammunition expended per shot in each firing mode is adjustable. Adjustments to accuracy and damage from arbitrary stats.
+
*** Damage modes are customizable for a specific weapon (or template). Example: if you want [[High Explosive]] pack to breach UFO walls, in OXC this can be done by [[Explosions#Hacking_HE_versus_Walls|setting its power to 200]] (standard mod ''[[XcomUtil]] High Explosive Damage'' does this, along with limiting blast radius to 10). In OXCE the same can be also accomplished by setting its damage rate ''to tiles'' at 0.92, or power to 200, but rather than capping blast radius directly, doubled RadiusReduction (damage won’t go abruptly from half to none at the edge of blast area).
*** Spray targeting mode: if it's enabled for a given weapon, when auto fire mode is used, Ctrl + Shift + Left-click starts picking numbered waypoints; once all waypoints are selected, firing starts, but now the unit will move its aim trying to evenly distribute hits along this path, rather than aiming at the same spot. The actual hit placement, of course, is affected by Accuracy as usual.
+
*** Not only built-in weapons, like tank turrets, but special weapons that can be used with an empty hand (like punching). Items that spawn units - something like [[Brainsucker (Apocalypse)|Brainsucker]] or small drone.
*** Firing mode strings can be customized, too. A double-barreled shotgun can be implemented by having "auto fire" mode set to 2 shots and renamed. Extra ammo slots, selected per mode — for underslung grenade launchers, etc.
+
** [[Ruleset_Reference_Nightly_(OpenXcom)#Things_that_go_BOOM|Grenade functionality is split and customizable]].
*** Damage modes are customizable, in that a specific weapon can be made to inflict extra damage to armor before each hit is resolved normally, have custom rate of damage to armor, or have relevant resistance lowered or increased against it, etc. Likewise with damage to the items and tiles, wounds, how easily damage causes fire or smoke, and so on. Or make those more erratic. If you want [[High Explosive]] to breach UFO walls, in OXC this can be done by [[Explosions#Hacking_HE_versus_Walls|setting power to 200]] (standard mod ''[[XcomUtil]] High Explosive Damage'' does this, along with limiting blast radius to 10). In OXCE the same can be accomplished by setting damage rate ''to tiles'' at 0.92 (default 0.5) for the demolition pack, or 200 with radius reduction doubled to 20 rather than capping blast radius itself.
+
*** You can have fuses other than dial from the original game rarely used beyond "0" anyway.
 +
*** Items can be primed and un-primed, if configured this way. Mostly applies to grenades, but can be done with flares.
 +
*** Fuses can be allowed to go off while in equipment, if you want to acknowledge the unpleasant fact that timer on a demolition charge is ticking whether someone holds it tight or not,
 
** Soldiers now have different soldier types that can be assigned different stats, etc.
 
** Soldiers now have different soldier types that can be assigned different stats, etc.
 
*** Soldier "transformations", with very detailed prerequisites (usually includes not having the same transformation applied in past), which can mean anything from taking time for special training giving a few stat bonuses to cyborgization. ''X-Com Files'' has "Martial Arts Training", "Combat Pilot Training" and some fancy implants.
 
*** Soldier "transformations", with very detailed prerequisites (usually includes not having the same transformation applied in past), which can mean anything from taking time for special training giving a few stat bonuses to cyborgization. ''X-Com Files'' has "Martial Arts Training", "Combat Pilot Training" and some fancy implants.
** Aircraft now have shield stats. May require pilots, their Firing Accuracy affects attacks, Reaction affects defense and Bravery affects approach speed. They are also present on missions, thus can raise stats the usual way. For a demonstration, see ''Top Gun'' mod.
+
** Aircraft now have shield stats. May have built-in weapons. May require pilots, their Firing Accuracy affects attacks, Reaction affects defense and Bravery affects approach speed. They are also present on missions, thus can raise stats the usual way. For a demonstration, see ''[https://openxcom.old.mod.io/top-gun Top Gun]'' mod.
*** Each Craft weapon has type, each slot has set of types allowed. Also, "craft weapons" can alter craft stats, thus became arbitrary upgrades vetted by the specific aircraft slot type. ''X-Com Files'' has shield generator, afterburner, maneuver thrusters, extra fuel tanks and radar enhancements.
+
*** Each Craft weapon has type, each slot has set of types allowed, e.g. gun mounts are for cannons, pylons are for missiles. Since "craft weapons" now can alter stats, they may be arbitrary upgrades. ''X-Com Files'' has shield generator, afterburner, maneuver thrusters, extra fuel tanks and radar enhancements.
** Extra visual effects, with sort-of-particle system. For a demonstration see ''Hyper & Trajectory'' mod - speeds of projectiles are set very high, but while you can't see bullets like in the original X-Com, they leave trails of dots.
+
** UFOs.
** Allows scripting (!), which opens new and wide fields for modding.
+
*** Retaliation missions against X-Com bases may be ''airstrikes'', rather than ground assault. If not shot down, they’ll destroy some facilities (that’s also customizable)
*** ''Hatching Chryssalids'' mod: "Eggs injected by Chryssalids do not kill the soldiers instantly. Eggs can be removed with a Cure" (cure requires some research).
+
*** Aliens can launch interceptors when you go for their base. For a demonstration, see ''[https://openxcom.old.mod.io/alien-hives Alien Hives]'' mod.
 +
*** Alien races may have adjustments to attack/weapon power/evasion/detection range/etc. Or have unusual crew rosters and loadouts. Also, unmanned UFO that fight to 0% rather than 50% and as such never crash land (you still thwart their mission and get score for destruction).
 +
** Improved [[Ruleset_Reference_Nightly_(OpenXcom)#Sprites_and_Particles|particle system]], now allows separate parameters in air and underwater. For a demonstration see ''[https://openxcom.old.mod.io/oxce-hyper-trajectory Hyper & Trajectory]'' mod - projectile speeds are set very high, bursts cycle quickly, but while you can't see bullets like in the original X-Com, they leave trails of dots.
 +
** [[Script_(OpenXcom)|Allows scripting]], which opens new and wide fields for modding above and beyond those covered in the ruleset capabilities.
 +
*** ''[https://openxcom.old.mod.io/hatching-chryssalids-and-tentaculats Hatching Chryssalids and Tentaculats]'' mod: "Eggs injected by Chryssalids do not kill the soldiers instantly. Eggs can be removed with a Cure" (cure requires some research).
 
*** ''X-Com Files'' include handcuffs, flashbangs (not mere stun damage, scripted support of "dazed" status effect and "flashbang resistance" variable assigned to every critter/armor in the mod) and regenerating personal shields.
 
*** ''X-Com Files'' include handcuffs, flashbangs (not mere stun damage, scripted support of "dazed" status effect and "flashbang resistance" variable assigned to every critter/armor in the mod) and regenerating personal shields.
 
*** ''X-Com Files Arsenal Additions'' include things like gas masks. And riot shields that can be wielded or discarded (and fall apart after certain amount of damage).
 
*** ''X-Com Files Arsenal Additions'' include things like gas masks. And riot shields that can be wielded or discarded (and fall apart after certain amount of damage).

Revision as of 22:49, 13 December 2022

What is X-COM?

Haha you're kidding right?

X-Com is a simulation of an alien invasion of earth. It is composed of two parts.

In part 1, you are focused on globe-level activities: Tracking UFO actions around the world (possibly shooting them down, or sending troops to the sites of ship landings), keeping governments happy with your actions, getting funding money from various governments, and spending it on soldiers and equipment.

In part 2, you are in a turn-based, tactical, grid-based combat simulation, with fog-of-war; your goal is generally to defeat (capture or kill) the aliens in that battle. More accurately, you are scored based on a variety of functions (aliens killed, innocent bystanders killed, etc), and your goal is to be positive. It is possible to have to flee but still have positive points (considered a marginal victory -- you might not have stopped the aliens, but you did enough damage that your funding nations will be happy enough).

Most, but not all, of these battles will involve an alien ship, either intact or damaged.

The overall gameplay alternates between globe-level, and single-battlefield level, until either your forces are completely wiped out, or you have defeated the enemy invasion.

What is OpenXcom?

OpenXcom is an open-source clone of the original X-COM, licensed under the GPL and written in C++ / SDL. It was originally founded by SupSuper in February 2009, and has since grown into a small development team surrounded by a very supporting community.

The goal of the project is to bring back the tried and true feel of the original with none of the issues. All the same graphics, sound and gameplay with a brand new codebase written from scratch. This should give it:

  • Fixability: Play the game natively without any need for emulators or fancy hacks, with none of the limitations and bugs that plagued the original. No more 80-item-limit, personnel limits, funding overflows, disconnected facilities, broken proximity grenades, floating soldiers, etc.
  • Moddability: Tweak the game to your heart's content. Sure the original was pretty good, but maybe you just think it could be that bit better. A nicer base layout, better laser weapons, maybe challenge yourself with a custom game mode, or just put in all the crazy stuff you've always wanted! None of it is hardcoded. See Mods (OpenXcom)
  • Flexibility: Port the game to any platform you like, customize it to your liking, or use it to make your own far-fetched remakes. The code is fully documented and open-source so anyone can take a crack at it.

Beyond OXC

You probably want to use OpenXcom with mods. This involves much less frustration when you understand basics of mod compatibility. Any mod may have one of 3 distinct engines as a requirement: pure OXC, "Nightly" OXC or OXCE. They are backward compatible, in general. For example, Hybrid Mod (which combines X-COM and TFTD) or X-Com Files require OXCE. See also Installing (OpenXcom) and Mods (OpenXcom)

There are many mods. Fortunately, it’s not a complete mess. Metadata file included in the new path structure (Nightly and OXCE) allows mods to specify the required version of the engine, if any, and master ruleset - normally xcom1 (EU) or xcom2 (TFTD), but sometimes another mod (which may have its own master ruleset in turn). In the mod setup page of Nightly or OXCE a drop-down list chooses the master, and only mods under that master are displayed; so if you chose UFO: EU, the list is not cluttered with mods relevant only to TFTD or X-Com Files, or vice versa.

  • Plain old OXC: the proper, stable release version. Updated approximately once per forever. Has few mods beyond improved resources (such as better sprites or sounds) or simple rebalance. If you want to play vanilla or mostly-vanilla, it's quite good.
  • OXC Nightly: as the name implies, it's a development/modding branch regularly compiled from its official repository. Bug fixes can be applied quickly, the rest seems to seep from OXCE very slowly. Thus it’s a more stable branch lagging far behind OXCE. It has the directory structure reworked, mod metadata file (metadata.yml) is required.
  • OpenXcom Extended, aka OXCE: a cutting edge development branch of OpenXcom ahead of Nightly. Has some nice improvements (such as previews and Motion Scanner memory), but mostly it’s about modding. Many features are moved from hardcoded to available for modding, some new features are added (accessible via mods). Since it's a very fresh development version, there's some risk that modding "language" may change in future. Some less-arcane highlights:
    • TU costs, action menu texts and messages (if any) for all actions with items can be customized.
    • Weapons can have power reduced by range at arbitrary rate. Ammunition expended per shot in each firing mode is customizable. Adjustments to accuracy and damage from arbitrary combination of stats.
      • Shotguns. Nightly already allows them, but the only new parameter is number of pellets in a round of ammunition. OXCE can treat it as a single spread shot rather than independent simultaneous shots, set relative spread and choose the distribution (evenly or grouping).
      • Spray targeting mode: if enabled for a given weapon, when auto fire mode is selected, Ctrl + Shift + Left-click starts picking numbered waypoints; once all waypoints are selected, firing starts, but now the unit will move its aim trying to evenly distribute hits along this path, rather than aiming at the same spot. The actual hit placement, of course, is affected by Accuracy as usual.
      • Firing modes can be customized, too. A double-barreled shotgun can be implemented by having "auto fire" mode set to 2 shots and renamed. Extra ammo slots, selected per mode — for underslung grenade launchers, etc.
      • Damage modes are customizable for a specific weapon (or template). Example: if you want High Explosive pack to breach UFO walls, in OXC this can be done by setting its power to 200 (standard mod XcomUtil High Explosive Damage does this, along with limiting blast radius to 10). In OXCE the same can be also accomplished by setting its damage rate to tiles at 0.92, or power to 200, but rather than capping blast radius directly, doubled RadiusReduction (damage won’t go abruptly from half to none at the edge of blast area).
      • Not only built-in weapons, like tank turrets, but special weapons that can be used with an empty hand (like punching). Items that spawn units - something like Brainsucker or small drone.
    • Grenade functionality is split and customizable.
      • You can have fuses other than dial from the original game rarely used beyond "0" anyway.
      • Items can be primed and un-primed, if configured this way. Mostly applies to grenades, but can be done with flares.
      • Fuses can be allowed to go off while in equipment, if you want to acknowledge the unpleasant fact that timer on a demolition charge is ticking whether someone holds it tight or not,
    • Soldiers now have different soldier types that can be assigned different stats, etc.
      • Soldier "transformations", with very detailed prerequisites (usually includes not having the same transformation applied in past), which can mean anything from taking time for special training giving a few stat bonuses to cyborgization. X-Com Files has "Martial Arts Training", "Combat Pilot Training" and some fancy implants.
    • Aircraft now have shield stats. May have built-in weapons. May require pilots, their Firing Accuracy affects attacks, Reaction affects defense and Bravery affects approach speed. They are also present on missions, thus can raise stats the usual way. For a demonstration, see Top Gun mod.
      • Each Craft weapon has type, each slot has set of types allowed, e.g. gun mounts are for cannons, pylons are for missiles. Since "craft weapons" now can alter stats, they may be arbitrary upgrades. X-Com Files has shield generator, afterburner, maneuver thrusters, extra fuel tanks and radar enhancements.
    • UFOs.
      • Retaliation missions against X-Com bases may be airstrikes, rather than ground assault. If not shot down, they’ll destroy some facilities (that’s also customizable)
      • Aliens can launch interceptors when you go for their base. For a demonstration, see Alien Hives mod.
      • Alien races may have adjustments to attack/weapon power/evasion/detection range/etc. Or have unusual crew rosters and loadouts. Also, unmanned UFO that fight to 0% rather than 50% and as such never crash land (you still thwart their mission and get score for destruction).
    • Improved particle system, now allows separate parameters in air and underwater. For a demonstration see Hyper & Trajectory mod - projectile speeds are set very high, bursts cycle quickly, but while you can't see bullets like in the original X-Com, they leave trails of dots.
    • Allows scripting, which opens new and wide fields for modding above and beyond those covered in the ruleset capabilities.
      • Hatching Chryssalids and Tentaculats mod: "Eggs injected by Chryssalids do not kill the soldiers instantly. Eggs can be removed with a Cure" (cure requires some research).
      • X-Com Files include handcuffs, flashbangs (not mere stun damage, scripted support of "dazed" status effect and "flashbang resistance" variable assigned to every critter/armor in the mod) and regenerating personal shields.
      • X-Com Files Arsenal Additions include things like gas masks. And riot shields that can be wielded or discarded (and fall apart after certain amount of damage).

Milestones

The OpenXcom past, present and future development history

Version Release date Changes
0.1 October 17th, 2010
  • Engine
  • Geoscape
  • Basescape
0.2 January 28th, 2011
  • Language strings
  • Saved games
  • Battlescape
    • Terrain generation
    • Basic units
    • Basic pathfinding, fog of war, lighting
0.3 September 1st, 2011
  • Items
  • Purchasing
  • Selling
  • Transferring
  • Ufopaedia
  • Options
  • Platform-specific Folders
  • Battlescape
    • Item equipping, firing, throwing
    • Environment: fire, smoke, explosions, damage, kills
    • Unit stats
    • AI Phase 1 (patrol, aggro)
0.4 August 14th, 2012
  • Research
  • Manufacture
  • Rulesets
  • Battlescape
    • Terror sites
    • Debriefing, scores, experience and skill ups
    • Large units and other alien units
    • Special items (medi-kit, motion sensor, proximity grenade, psi-amp, mind probe, blaster launcher, electroflare)
0.45 November 5, 2012
  • Ufopaedia
  • Modular rulesets
  • New options
  • Man page / command-line help
  • Logging
0.9 May 7, 2013
  • Alien Missions
  • Scoring
  • Graphs
  • Victory/Defeat
  • Difficulty levels
  • Geoscape
    • Live alien capture
    • Psionic training
    • Multiple dogfights
  • Battlescape
    • All alien units, items and abilities
    • Alien base, X-Com base and Cydonia missions
    • AI Phase 2 (grenades, blaster launcher, taking cover)
  • Intro/Outro
  • Control Options
  • Advanced Options
  • Display Filters
1.0 June 13, 2014
  • Everything vanilla
  • Options and extra features
  • Mod support
  • Save backwards compatibility