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2) Even more importantly, if the pit was only one tile, would the unconscious even get up after first one? What happens in such case?

I believe, if another unit wakes up on a tile that's occupied, the game mechanics will force the spawn of the former unconscious unit on the next available tile. Like when you wake up a soldier using some stims. What I don't know if the game will attempt the spawn on the same map level or will try on different levels.

In any case the mission may end up in havoc if these awaken units cannot surrender and spawn all over the place.

I recall, when I go in with the mission of capturing enemies, I collect the "bodies" into a single area, and put a one or two rookies into whip guard duty. I give them leather whips, and later neural whips. Alternatively, other daze ranged weapons also can be used.
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Offtopic / Re: TFTD Extender
« Last post by aziza on Today at 08:13:54 pm »
How to install TFTD (Terror from the Deep) PSX Music into TFTD Extender:

1. Download PS1 TFTD Assets
2. Move ps1_tftd_assets.zip\PS1 Music TFTD\SOUND\*.ogg to \X-COM2 + TFTD Extender\OGG\*.ogg
3. Update these strings in TFTDExtender.ini , [Music] section:

Quote
[Music]
Apply=1
Source=MP3
;Source=PSX CD
CD Drive=F
MP3 Folder=OGG

Battlescape Land=*GMTACDRY*.ogg
Battlescape Sea=*GMTACWET*.ogg
Start Menu=*GMWAITLO*.ogg
Geoscape 1=*GMGEO1*.ogg
Geoscape 2=*GMGEO2*.ogg
Geoscape 3=*GMGEO3*.ogg
Geoscape 4=*GMGEO4*.ogg
Geoscape 5=*GMGEO5*.ogg
Geoscape 6=*GMGEO6*.ogg
Dogfight 1=*GMINTER1*.ogg
Dogfight 2=*GMINTER2*.ogg
Dogfight 3=*GMINTER3*.ogg
Mission Debriefing Good=*GMDEBGOO*.ogg
Mission Debriefing Poor=*GMDEBPOR*.ogg
Base Defense=*GMDEFBAS*.ogg
Base Attack=*GMATTBAS*.ogg
Tleth=*GMBIGMAR*.ogg
Mission Briefing=*GMISPOSH*.ogg
Quote
Not used:
GMLOSE.ogg
GMNEWINT.ogg
GMSIG.ogg
GMWIN.ogg

Additional Related links:
PS1 PSX CD - X-COM: Terror from the Deep - EU - SLES-00077
PS1 TFTD Assets - PSX / original / Music-OGG SFX-CAT-WAV Videos-OGG
[BETA/FEEDBACK NEEDED] PSX Sounds for Terror from the Deep - PSX PC / original / PSX-ambient-APE PSX-Sound-WAV PC-Sound-WAV
request TFTD sounds - PC / original / Youtube
[UFO] [TFTD] PSX Music, SFX and Cinematics - PSX / modded / Music-OGG SFX-CAT-WAV Videos-OGG
Terror From the Deep Remastered Soundtrack - PSX / modded / MP3 OGG
[SOUND] Gifty's TFTD soundtrack! - PC? / modded / Music-OGG
PS1 OST v1 Youtube
PS1 OST v2 Youtube
PC OST v1 Youtube
PC OST v2
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by aziza on Today at 07:55:39 pm »
mistakenly indicated the "standard" folder
maybe it is better to:
move \OXCE 7.12.0\common\ to \OXCE 7.12.0\OXCE\common\
move \OXCE 7.12.0\standard\ to \OXCE 7.12.0\OXCE\standard\
so it will be more intuituve
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by _Raven_ on Today at 06:10:19 pm »
DO NOT UNPACK ANYTHING INTO THE "standard" FOLDER!
I imagined myself as a great game developer and slightly mixed up the location of global mods, regular mods and mini-mods and mistakenly indicated the "standard" folder, then I immediately corrected everything and re-created the mod. This is probably my ability to attract the attention of senior moderators ;)


Dear OXCE developers, I have new ideas and features that need to be added to the game.
Spoiler:
File "items.rul"
The shot animation replacement function is assigned to all firing modes of one weapon at once
Code:
###items:
###  - type: STR_RIFLE
###    explosionSpeed: 50
###    bulletSpeed: 10
###    confAuto:
###      followProjectiles: false
###  - type: STR_RIFLE_CLIP
###    explosionSpeed: 50
###    bulletSpeed: 10
###    confAuto:
###      followProjectiles: false

It is necessary to make sure that these functions are assigned not to the weapon or its clip, but to the shooting mode (as well as the "followProjectiles" function) or to the weapon clip in a separate shooting mode
Code:
###items:
###  - type: STR_RIFLE
###    confAuto:
###      followProjectiles: false
###      explosionSpeed: 50
###      bulletSpeed: 10
###    confSnap:
###      followProjectiles: true
###      explosionSpeed: 10
###      bulletSpeed: 5
###    confAimed:
###      followProjectiles: true
###      explosionSpeed: 25
###      bulletSpeed: 7
###  - type: STR_RIFLE_CLIP
###    confAuto:
###      followProjectiles: false
###      explosionSpeed: 50
###      bulletSpeed: 10
###    confSnap:
###      followProjectiles: true
###      explosionSpeed: 10
###      bulletSpeed: 5
###    confAimed:
###      followProjectiles: true
###      explosionSpeed: 25
###      bulletSpeed: 7

Such settings will allow you to more smoothly configure individual firing modes for individual types of weapons, for individual, special types of bullets for these weapons, while assigning different animation speeds for different types of shots.

There is another idea, to add new shooting modes for the machine gun.
Various mods add this type of weapon under the name “minigun”, but to be honest, it is no different from a machine gun, the weight and number of shots are simply increased, and the bullet animation is accelerated, but in fact this type of weapon does not have its own shooting mode, such as a shotgun that fires shot.
I suggest looking at the description of this version of the game

https://mod.io/g/openxcom/m/enemy-unknown-extended-130

The author says that in this game, the machine gun fires its own types of shooting:
1) Burst mode:
- you select 3 target points, and the soldier will shoot a 5 shots burst (on each and between points). Recharge time: 2 turns.
2) Full auto:
- you select 2 points, the soldier will spray the area inbetween with 8 shots. Recharge time: 3 turns.

I suggest taking a few ideas and mini-mods from this version of the game and adding new features to OXCE or better yet BOXCE (OpenXcom Extended Brutal).
Also think about how to expand the capacity of .MCD .PCK .TAB files (sometimes there is not enough space for animated sprites in a PCK file, sometimes you even want to add many different sprites in one texture pack, but for this you need to expand the capacity of these files). If there is at least 10% chance of successfully expanding the texture pack, then you should think about how to do it, if not, then give a reason why exactly this amount fits in this file and why these files cannot be modified in any way. I would like to know what and why.
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The X-Com Files / Re: Quick question on Bravery
« Last post by mikmac on Today at 05:48:48 pm »
Thx for the replies!
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Released Mods / Re: X-Chronicles Release, v.0.99.17.1
« Last post by murkhach@centrum.cz on Today at 05:04:21 pm »
My thoughts about the game ...

FUNDING   
  - the budget is so tense , that during first year you can not afford any grow but forced facilities  (just shielded lab, prison , ..
      Scientist cost fortune ( hiring and salary)  - and the lots of projects (autopsies &  most invader weapons) take huge effort and no benefit.
  - good mission score  gain extra bonus that is  great     
  - there is almost nothing to sold  for reasonable money in the begin  and  I was stuck until  I got some mysterious devices 6Mil each ..
    (may be magic stuff and amulets can be sold for double amount to be much fair)

RESEARCH
   - I suggest to cut down time of simple weapons or autopsy reports with no further dependencies
   - researching some fast aliens could unlock FOAM-GRENADES (reduce TU)

WEAPONS  & GEAR
    - bows are during low throwing stats  hardly used
    - sniper and heavy guns helps a  lot and are essential
    - shields and amulets are awesome

MISSIONS
  - some maps are too COMPLEX (shopping center) and very often clogged with objects 
  - CIVILIANS in every mission  does not have  reason  (it is hard to save them and  can dramatically cut down the score )
  -  lack of variety in ranks (Id prefer if there will be  a strong boss monster and  several weak ones rather than  many same)
  - pirate ships are great
 


 

 
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The X-Com Files / Re: Quick question on Bravery
« Last post by HinterDemGlas on Today at 04:12:31 pm »
I didn't pay that much attention to Bravery in my current game, but I guess I lost some people to panicking after being hit by incendiaries.

Of course, you can get improvements from panicking, getting wounded and for example by using pepper spray.
Also, importantly, healing items except sprays. I think it's a 9% chance for improvement per wound healed. When I have an experienced agent with a guts deficit I make them a medic.

There are some relatively easy ways to grind the system, like abusing Psiclones or depleting your agents' sanity on purpose, but those are kinda boring.

Bravery and current morale also count towards PSI-Defense, so you do want to max out Bravery for your elite soldiers eventually.
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by aziza on Today at 03:01:23 pm »
I created a mini-mod "Blues_and_Bullets"
nice, working good! speed like almost original
poster is cutie
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by Meridian on Today at 02:25:24 pm »
Installation:
Just unpack the mod and move it to other mini-mods in the "standard" folder to activate it just like other mini-mods.

DO NOT UNPACK ANYTHING INTO THE "standard" FOLDER!

Standard folder is for devs only.
Players and modders should not make any modifications there.
Only mods delivered with OXCE will be recognized in the standard folder, other mods will be ignored.

All custom mods belong to the "mods" folder and nowhere else.
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OXCE Suggestions NEW / Re: [Suggestion] First Aid Skill
« Last post by Finnik on Today at 02:09:14 pm »
Alhough, the player would not be able to track it anyhow.
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