aliens

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OXCE Bugs / Re: BUG: H.Explo. Armed when Deactivated.
« Last post by Meridian on Today at 11:29:34 am »
no hostility needed.

no hostility, just frustration

before every battlescape, there is a setup period, i don't know if it has a fancy name or not..

just set up a high explosive on a soldier to a value of 1.
then disarm it.
start mission.
observe in battlscape the status of the high explosive.

is it armed?

are you seriously asking ME if it is armed?
that's what I am asking YOU to provide

there should be no question marks in a bug report

if no.  then you do not see the bug.
if yes. then you see the bug.

for me it is not armed
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OXCE Bugs / Re: BUG: H.Explo. Armed when Deactivated.
« Last post by ThumpieBunnyEve on Today at 09:00:14 am »
no hostility needed. what part is not clear?

before every battlescape, there is a setup period, i don't know if it has a fancy name or not..

just set up a high explosive on a soldier to a value of 1.
then disarm it.
start mission.
observe in battlscape the status of the high explosive.

is it armed?
if no.  then you do not see the bug.
if yes. then you see the bug.

if i get the bug, then i just save the battlescape. abandon game, and reload the battlescape. and the bug is cleared.

¯\_㋡_/¯

i do not comprehend where you mis-comprehend.  But your more important then me so I'll just accept that its my fault. Carry on.
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by Ethereal on Today at 08:05:24 am »

When will you add a counter for lost armored vehicles to statistics? This is the third year of conversations, but there is no result.

I am not the author of this video.
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XPiratez / Re: [MAIN] XPiratez - N8 28-Apr-2024 Labyrinthus Noctis
« Last post by Fugazza on Today at 05:25:12 am »
I really enjoy some AI Pedia artwork replacements, like the Ninjas and the Academy! Just that
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OXCE Bugs / Re: Exploitable bug in TileEngine::unitOpensDoor
« Last post by Yankes on May 27, 2024, 11:08:38 pm »
Could you link commit that fix it?
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OXCE Bugs / Re: Exploitable bug in TileEngine::unitOpensDoor
« Last post by Xilmi on May 27, 2024, 10:57:17 pm »
Fixed it now in my branch. The issue was caused by kneeling being also reserved. The TUs reserved for shooting were already considered before the door would open. But not the TUs reserved for kneeling.
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OXCE Bugs / Re: Kills awarded for no kills - Bug or feature?
« Last post by Delian on May 27, 2024, 08:15:09 pm »
Commendations with killsWithCriteriaTurn could always be awarded on any turn, yours or enemies. If you killed two enemies with reaction fire, the Ice-Cold Killer commendation would get awarded (you can download an old XPZ version and try it if you don't believe me). Something else must be the problem.

The save doesn't need to be compatible; we can manually edit it and make it compatible with any game version. Optimally, it should be right at the end of a mission, where the player only needs to press End Turn to finish.
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Released Mods / Re: X-Chronicles Release, v.1.2
« Last post by Nord on May 27, 2024, 07:12:07 pm »
Version 1.3 is up.
Changelog:
- More money;
- Fixed archmage guard;
- Added archmage necro-tower terrain for yard and interior;
- minor bugfixing;
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OXCE Bugs / Re: Kills awarded for no kills - Bug or feature?
« Last post by Dioxine on May 27, 2024, 07:03:22 pm »
Sadly I don't have a save, and my saves would be incompatible with any published XPZ version anyway as I play on my current WIP build. But I see it happening a lot, and it would be easy to replicate. I specifically mean 'X kills per turn' commendations, which previously definitely did not grant the title if the enemies didn't die during your turn. It is fine and expected that other commendations count the kill during the enemy turn as well (eg. condemnations for reaction kills etc)
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