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Messages - B1ackwolf

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16
Help / Re: [SOLVED] problems with plane spawn on my maps
« on: February 09, 2024, 03:36:24 pm »
There's a technique you can try with labels and conditionals to get it to work with different size craft MAPs.

Code: [Select]
mapScripts:
  - type: CARGOSHIP
    commands:
    - type: addCraft
      label: 1
      rects:
        - [1, 0, 1, 2] #Fits only size MAP crafts of 10x20 or smaller.
    - type: addCraft
      label: 2
      conditionals: [-1]
      rects:
        - [1, 0, 2, 2] #Fits only size MAP crafts of 20x20 or smaller.
    - type: addCraft
      label: 3 # Can be omitted if no other conditional checks are made.
      conditionals: [-1,-2]
      rects:
        - [1, 0, 2, 3] #Fits only size MAP crafts of 20x30 or smaller.
    - type: addBlock #Spawn Ship
      size: [3, 7]


Yeah, that did the trick! This solution helped me resolve the problem with all ships landing correctly, except for just one (the 20x20). At this stage, it seems more feasible for me to edit and 'enlarge' the helipad platform instead of attempting to move the plane inside the MAP file, which could potentially cause misbehavior when interacting with other map scripts.

Thanks a ton for your help. This solution resolved my issue perfectly, and I truly appreciate your assistance.

(PS: Just to clarify, there wasn't any 20x30 plane, only 10x20 and 20x20 ).

17
Help / Re: [SOLVED] problems with plane spawn on my maps
« on: February 08, 2024, 06:04:48 am »
you're saying that the craft must be placed in a 10 wide by 20 long area but since you're saying your craft is actually 20x20 it can't fit it in said area, thus you will need to specify at least [1,0,2,2]

Hi Crazyharponeer, just wanted to extend a big thank you for your assistance. I've managed to resolve the CTD issue related to the size of the ships in the cargo and cruiser liners, which is a huge relief. Additionally, I've made progress on getting the plane to spawn near the helipad, although there are still some errors to iron out. I'm still trying to determine if the values of the RECT related to the x and y position need to be multiples of ten, as adjusting them even by a single digit causes the spawning area to behave unpredictably.

On another note, I've encountered a new issue where one of my ships mysteriously spawns embedded in the floor. It looks like I'll need to conduct further testing to pinpoint the cause. However, on the bright side, thanks to your input, I've managed to fix a really old CTD issue. Your help has been invaluable.

18
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: February 07, 2024, 06:43:04 pm »
Good news, everyone! more info on the armor front. Progress is smooth, with the first tier of Kevlar armors almost completed. Next up, I'll be adapting them for female soldiers, which should be relatively straightforward. However, the real game-changer will be the introduction of different uniform sizes. Some soldier sprites are larger or wider than others, and rather than opting for a one-size-fits-all approach like my first attempt last year, I'm committed to ensuring each soldier has a tailored armor set and completely revamped helmets.

Here's a sneak peek of the work in progress. I'm still deciding which option looks better for the green version, so your feedback is welcome!

All vests and pouches were sourced from the "INTO THE ABYSS" MOD, with the assest being done by Woofington Hans and Efrenspartano. I've focused on doing more retouches and recoloring.

Stay tuned for further updates

19
Hi there! I've been pondering the feasibility of implementing multiple soldiers assigned to the maximum rank [5=commander] for different troop types. In my mod, the maximum rank represents a mid tier position in the military hierarchy, making it reasonable to have multiple "top-ranking officers" in each branch , especially as I've separated pilots, officers, and enlisted troops into different SOLDIER_TYPE categories.

Ideally, I envision having one Brigadier[5] for pilots, one Lt. Colonel[5] for officers, and one Sergeant Major[5] for enlisted troops and NCOs. It would be even better if we could specify that each soldier type requires a different set of previous rank strings to avoid scenarios like "sure, we could promote you to 'Staff Sergeant[4]' but there are currently too many 'Colonels[4]' in our roster, so, there are not any billets aviable"

Here's a crude picture of what i envisioned:

- type: STR_PILOT

  # bunch of stats

  rankStrings:
    - STR_2ND_LIEUTENANT
    - STR_1ST_LIEUTENANT
    - STR_AIR_CAPTAIN
    - STR_AIR_MAJOR
    - STR_AIR_COLONEL
    - STR_BRIGADIER
  soldiersPerCaptain[or whatever, just to represent a rank 2 unit]: 5
  soldiersPerMajor[3]: 10
  soldiersPerColonel[4]:  15
  soldiersPerBrigadier[5]: 20


I'm eager to hear your thoughts and if others find this concept useful or desirable. Do you think it's achievable within the game's limitations?"

20
Help / [SOLVED] problems with plane spawn on my maps
« on: February 05, 2024, 07:46:36 pm »
Hi everyone, I've run into some issues with my mod, and after exhausting all possible solutions on my own, I've decided to seek help here as I can't seem to find a clue about what to do.

Firstly, my problem has two aspects. I've edited the maps for the cruiser line (ported from TFTD by the CMP team) to include a 'helipad' at the stern. However, I'm not entirely sure how to determine the 'coordinates' that should be flagged to make my planes spawn there.

The second problem, I've encountered a persistent CTD issue when my planes, which are 20x20 in size, attempt to spawn on the map. I'm unsure about how to increase the size from the vanilla 10x20.

I've tried reading the rulesets, but it seems to work only on 'blocks generated' maps. When I attempt to adjust the numbers in this snippet:

```yaml
- type: CARGOSHIP
  commands:
    - type: addCraft
      rects:
        - [1, 0, 1, 2]
    - type: addBlock #Spawn Ship
      size: [3, 7]
```

My planes appear in some strange positions, including inside the walls. This makes me think that my theory about prop collision impeding ship generation was incorrect.

I've included the relevant lines of code below:

Spoiler:
#HERE IS THE PROBLEM
  - type: CRUISE_LINER # Thanks to Solarius Scorch!
    commands:
    - type: addBlock
      size: [3,2]
      rects:
        - [0,5,3,2]
    - type: addBlock
      size: [3,5]

#BEGIN CARGOSHIP
  - type: CARGOSHIP # Thanks to Hellrazor!
    commands:
    - type: addCraft #Size 10x20
      rects:
        - [1, 0, 1, 2]
    - type: addBlock #Spawn Ship
      size: [3, 7]
#END CARGOSHIP

#BEGIN LINERSHIP
  - type: LINERSHIP # Thanks to Hellrazor!
    commands: #No Craft spawning here, we have a entry area instead
    - type: addBlock
      size: [3,2]
      rects:
        - [0,5,3,2]
    - type: addBlock
      size: [3,5]
      rects:
        - [0,0,3,5]

Any help would be incredibly appreciated!

21
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: January 30, 2024, 12:51:34 am »
Hello! I wanted to shake things up a bit and give you a sneak peek into some of the work in progress again, instead of simply waiting until work its done to be revealed. Recently, I delved into experiments aimed at enhancing the appearance of the first tiers of armors. While it's still a work in progress and there's a lot to be done, I wanted to share a glimpse of what's in the pipeline.

Please note that this is far from being ready for a live version, but I'm really conformed about the current progress. Tons of work its still needed like working on the six different color variations, additional detailing for the female version, exploring various helmet variations, and more.

Stay tuned for further updates on these developments. Also, here's a heads-up about some really early
 iteration of the changes changes to the second tier!

22
Happy new year everyone, new update its live now, remember to check the changelog to check new the new, features, as always, its totally safe to update this on ongoing campaings, remember to follow instructions in the first post.

23
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: January 25, 2024, 07:12:01 am »
Greetings, and a big thank you for your ongoing patience. I'm thrilled to share the latest update for the mod with you. Compatibility checks with the most recent OXCE and BRUTAL AI versions have been completed, ensuring smooth functionality.

If you come across any issues or problems I might have missed, please don't hesitate to inform me.

This update is primarily centered around the completion of work on the maps, with a special focus on enhancing the map view. The changes aim to provide a more visually pleasing experience, bidding farewell to the wild orange and jarring images in the overview map scren. Also, all buildings should be correctly illuminated, the strength of light sources has been fine-tuned, and some props even generate light independently (take the giant blue holographic globe, for example). Alongside these improvements, there have been minor corrections and enhancements to certain maps. Additionally, recoloring and improvements to specific props have been implemented.

While I'm confident that my changelog is not exhaustive, I didn't want to delay the release any further.

Here's the changelog, and the lines marked as **new** highlight changes introduced in this version from the betas.




Spoiler:
ersion 0.97.05 LE Live patch

One of the significant milestones in this update is the completion of translating and structuring my To-Do List. It's important to note that this list is not a fixed set of goals; changes, additions, or deletions might occur without prior notice. This transparency helps in communicating the intended direction and potential future changes for the mod. Your feedback is invaluable and can assist in making informed decisions and avoiding wasted efforts.

**General Changes:**

- *(New)* Implemented new mechanics regarding the officer and rank system (special thanks to Meridian for enabling this change).
  * Candidates for officer school must achieve the rank of Sergeant or higher.
  * Officer candidates undergo training, resetting their rank to the lowest in the officer chain.
  * This resolves the issue of soldiers skipping ranks when promoted, enhancing both gameplay and immersion. Activate the "allow manual promotions" feature for optimal results.

- Renamed some alien races to better align with their general lore:
  * Ancient Abominations are now called SPAWNS.
  * Alien Hybrids are now called ABOMINATIONS.

- Changed the load order of alien materials items for easier access (xelloys, elerium, codex stuff).

**Sprites Changes:**

- Conducted a general aesthetic retouch on XCOM transport planes and fighters.
  * XCF0 received small improvements to its basebit sprite shadowing.
  * XCF1 underwent a complete renewal, now based on the Firaxis 2012 RAVEN fighter.
  * XCF2 received various improvements, including a custom artwork for its ufopaedia entry.
  * XCF3 has a sprite revamped by Efrenespartano, based on the SARACEN from Xenonauts.
  * Several other minor sprite improvements for various vehicles.

- *(New)* Completed the sound and effects update process.
  * Enhanced the quality of combat aircraft missiles and weapons.

- *(New)* Slightly improved the SCANG map view for the base, making colors less intrusive.

**Tweaks and Balance:**

- *(New)* Balanced initial base weaponry:
  * Increased the number of PDWs to encourage their use.
  * Added Uzis and a Minigun to the initial inventory for immediate testing opportunities.

- Psilab building capacity adjusted to 5; Advanced Psilab can accommodate up to 25.
- *(New)* Large Laboratory now has a capacity for 5 alien prisoners.
- Altered behavior for explosives and grenades:
  * Removed fuse timers for basic and proxy grenades.
  * Adjusted explosion radius for all explosives, introducing damage decay from the epicenter.

- Proximity grenade reworked, reduced damage, now requires specific research to unlock.

- Fixed problems with explosion radius for various explosives, ensuring more balanced and predictable outcomes.

- *(New)* Updated maps, including changes to prop distribution in the hangar, barracks, and gym.
  * Reduced overall base light brightness.
  * Implemented floor textures for a rustic concrete appearance.

- *(New)* Initial pass on the SCANG.dat file, improving base map view clarity.

- *(New)* Adjusted colors for units on the minimap:
  * XCOM units are now blue.
  * Aliens are red.
  * Civilians and neutrals are yellow.

- Implemented new props from the "From the Apocalypse" mod by Robin:
  * Personnel Lockers
  * Medical treatment Bed(to be used in a future infirmary/hospital, currently in progress)

**Visual Overhaul:**

- Completed all building structures and dispositions.
  * Illumination for newer rooms will be applied after the holidays.
  * Improved MCD files with extra assets correctly colored to the XCOM EU palette.
  * Recolored assets like chairs and started recoloring floor tiles for a weathered appearance.

- Reworked the workshop building:
  * Added a better assembly board.
  * Added and recolored the robot arm assembler.

- Fixed "invisible floor squares" on the second level of corridors.
- Improved the fusion ball cannon building, adding advanced monitors for interface.

- *(New)* Completed all new map work, including modified floor tiles for a rustic concrete look.

**Sprites:**

- Conducted small experimental changes to the XOPS armor, a prelude to a complete revamp of ALL armor sprites.
  * Added an XCOM patch on XOPS tier.

**Bug Fixes:**

- Removed the weapon slot from the Dragonfly and prevented it from appearing in new campaigns.
- Resolved a crash-to-desktop issue caused by a missing ufopedia HEC armor file.
- Fixed "invisible floor squares" on the second level of corridors.
- Fixed missing floor tiles on the catwalks in the hangars.
- Fixed missing walls in the large living quarters.
- *(New)* Temporarily fixed advanced dog armors causing CTD, using the basic harness while ongoing design work continues.
- *(New)* Resolved an issue preventing mechanical units from equipping Dragonflies and Fireflies using the new OXCE patch; future plans involve transitioning tanks to the armor system.
~~~~~~~~~~~~~~~~~~~~~~

**Version 0.97.05 beta Changelog:**

Visual Overhaul:
- Completely revamped the appearance of the Xcom base with new props, tiles, and assets extracted from TFTD.
- Improved storage tiles for the basic general store facility and the hangar to align with the updated map disposition.

Balance Tweaks:
- Adjusted some capacity numbers:
  * Small living quarters can now accommodate 20 units (down from 25).
  * Large living quarters have a reduced capacity of 100 units (down from 125).

Bug Fixes:
- Fixed an issue preventing the Dagger from being loaded in transport troops or during base defense missions.
- Updated the Georgia flag to the correct version from 2004 (previously using an outdated flag).
- Resolved deployment problems for units in transport planes:
  * The Dragonfly now correctly loads its 12 soldiers, and weapon spawning tiles have been relocated.
  * Similar adjustments made to the Firefly for correct soldier spawning, with item spawning tiles moved to a safer location away from the ramp.
- Corrected the description of the Sectopod autopsy in the UFOpaedia.
- Fixed a UFOPaedia CTD issue related to the XCf0-bishop, ensuring the picture displays correctly. Thanks Daev for the report.
- Solved an issue with the Miniguns' behavior, preventing the camera from excessively following each shot and causing flickering in certain situations.


Installation:

**To properly run the mod, you'll need an OXCE installation (currently version 7.8.7 at the time of finishing this post).
** BRUTAL AI MOD by Xilmi is highly recommended, and at this point, I consider it a must-have. I encourage you to check it out.

- Download the file from the site XOPS LEGACY by Blackwolf in MOD.io Portal or the file attached (the difference in size is irrelevant, its the same , just that i found a way to better compress it and evade the size limitation in the forum)
- Unzip and Drop the content inside your MOD folder.
- When updating from previous versions of the mod, it's recommended to delete the old folder completely (rather than simply overwriting it) and use the newer version, UNLESS OTHERWISE STATED (for hotfixes and patches).

Happy hunting!

24
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: January 23, 2024, 07:36:52 am »
Hi there

I am receiving an error when activating the latest XOPS Legacy using the latest BrutalAI build.

Here are the messages I receive when trying to activate XOPS Legacy:

and here is the error message I receive when I have both XOPS Legacy as well as Brutal AI active:

Any help appreciated  :)

Hello, and thank you for your report. The issue you're encountering is a result of the recent OXCE update, which has introduced modifications to certain features previously defined differently. I've already addressed many instances of this, and the upcoming patch, scheduled for this Wednesday, will encompass these fixes along with several other enhancements.

Walltext alert:
Spoiler:
This update will include corrections to XCOM base maps, adjustments to various in-game maps, illumination and reorganization of props (including replacements and recoloring where necessary), and the completion of MapView sprites. Currently, if you navigate to the map interface, you might notice jagged or incorrectly colored elements (mostly appearing orange). This has been rectified in 99.9% of instances, though some minor touch-ups, particularly on the hangars' handrails, are pending. However, given the complexity of the task, I've opted not to delay the update further for such a trivial detail, and it will be fully resolved in the subsequent patch expected in February.

Additionally, numerous bug fixes and overall tweaks have been implemented. I'm in the process of translating the changelog and reorganizing some folders to facilitate the update's release. Once again, thank you for your reports and your patience.

25
Absolutely outstanding! This is exactly what I was hoping for. Thank you so much for your continuous efforts, Meridian. Your work is truly appreciated!

26
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 21, 2023, 06:08:47 pm »
Hello everyone hope you are enjoying the holydays and sorry for the delay, this is the last update for this and the next week (except for any severe issue that might arise and requires a hotfix), i didnt finished all the changes i wanted.  Im currently posting on a cellphone so , apologies for the sloopy and botched structure of this message (the net haven't being reinstalled in the aftermath of the last weekend storm in buenos aires).

This new update (still considered beta) includes some balancing and extra artwork improvements. Yet One of the biggest milestones for this update its that i Finished translating and structuring my To-do List. I have to make it clear its not a FIXED sets of goals, as stuff could change and some topics might be added, changed or deleted entirely without ever being implemented.
Otherwise i think its good for transparency and clear communication to have you know roughly the intended direction and changes the mod might recieve in the future. Also could help me to recieve feedback and even avoid wasting time in stuff where there might be better options aviable.

Changelog
Spoiler:
0.97.05.02 BETA 2 LE

Milestone achieved:
- To-Do List transtaled and readily aviable. This is more what you'd call "guidelines" than actual Goals.

general changes:
- some alien races were renamed, to better fit their general lore
  *ancient abominations are now called SPAWNS.
  *alien hybrids are now called ABOMINATIONS.
- changed the load order of alien materials items (xelloys,elerium, codex stuff) so you dont need to scroll down everytime you need to check those when moving between bases.

Sprites changes
 - xcom transport planes and fighters recieved a general aesthetic retouch
   * the xcf0 recieved small improvements to their basebit sprite shadowing
   * the XCF1 got their vainilla appearance totally renewed, now its based on the 2012 firaxis RAVEN figther
     ~ included a custom artwork for its ufopaedia entry
    ~ recieved a matching basebit and interception window sprite to reflect this change
   * the XCF2 also recieved some improvements:
     ~ a custom made artwork for the ufopaedia based on the x59 marauder from the game XENONAUTS.
    ~ some slight changes to the basebit and inticon sprites.
   * the XCF3 got their sprite completely revamped, now uses one made by Efrenespartano, based on the SARACEN from xenonauts
   * xrs 71 recieved small changes
   * dragonfly recieved subtle changes in the basebit sprite
   * firefly recieved changes of the basebit sprite
   * small improvements for the goliath sprites
   * small improvements to the hercules sprites
   * overlord recieved improvements in the basebit sprite
- more changes to some files names  to improve readability and uniformity
  * specially inside weaponrysprites folder
  * same with ufopedia articles

TWEAKS AND BALANCE:
- Basic Psionic lab can train only 5 soldiers, the Large train 25 soldiers instead.
- all explosives and grenades got their behaviour altered:
  * all "basics" and proxys grenades (both human and alien) got their fuse timer removed .they'll now be a simple toss and forget.
  * more "advanced grenades" (from hybrid and further) keep their old timer behaviour.
  * all explosions now have their explosion radius changed (reduced in most of the cases)
  * as a side effect of these changes ,now there is a damage decay from the epicentre of the explosion and the subsecuent tiles (therefore, the farther a unit is from the center of the explosion, the higher the chance to survive even sin daƱos)
   ~ these changes should make explosives less overpowered and a game changer (with BRUTAL AI, the aliens exploit any clumps of soldiers, resulting in half squad wipes from a single 'nade in the early game)
- the proximity grenade got reworked , the damage got reduced , cant be bought since start and now requires a specific research to be unlocked (related to the motion scanner)
- fixed some problems with the explosion radius from some explosives, they were incorrectly defined and were resulting in problematic scenarios where balancing was a headache.
  * now all explosions made by different advanced ammo types got their explosion range significantly reduced

VISUAL overhaul:
- All buildings structure and disposition its done. Im pleased with the results but there might be room for some tweaks and adjustments.
  * That said, i want to clarify all the ilumination of the newer rooms are still to be applied, i run out of time so i'll do this after the Holydays.
- improved the mcd files with extra assets , correctly coloured to xcom eu pallete
- Small improvements for some buildings.
  * Recoloring of some assets like chairs
  * Starting recolouring all the floor tiles, to add some muck, wear and tear and avoid the "glossy polished marble" finish it has previously by being a plain color.
    ~ For now, the work include the illuminated tiles and the ACCESS LIFT as an example, im eager for feedback before i jump into redoing all the floorings of the 30+ buildings
- retouched the workshop building
  *added a better assembly board 
  *added and recolored the robot arm assembler
   ~changed from intense pink to a more industrial orange
- fixed some "invisible floor squares" on the second level of the corridors
- improved the fussion ball cannon building, added a few advanced monitors to interface

sprites:
-small experimental changes done to the xops armor, a prelude of a complete revamp of ALL the armor sprites, finally i decided to tackle all this and improve it from previous attemps.
  * added a xcom patch on xops tier

BugFixes:
- removed the weapon slot from the dragonfly, also prevented this for appearing in any new campaing.
- fixed some "invisible floor squares" on the second level of the corridors
- fixed some missing floortiles from the catwalks in the hangars
- fixed some missing walls on the large living quarters

Installation:

**To properly run the mod, you'll need an OXCE installation (currently version 7.8.7 at the time of finishing this post).
** BRUTAL AI MOD by Xilmi is highly recommended, and at this point, I consider it a must-have. I encourage you to check it out.

- Download the file from the site XOPS LEGACY by Blackwolf in MOD.io Portal or the file attached (the difference in size is irrelevant, its the same , just that i found a way to better compress it and evade the size limitation in the forum)
- Unzip and Drop the content inside your MOD folder.
- When updating from previous versions of the mod, it's recommended to delete the old folder completely (rather than simply overwriting it) and use the newer version, UNLESS OTHERWISE STATED (for hotfixes and patches).



With nothing else to add, Merry Christmas everyone!

27
New update posted, this will be the last update until first week of january (or any hotfix its needed). Hopefully everything should work correctly and stand by its one.

Merry christmas everyone!

28
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 17, 2023, 06:39:21 am »
Hi, i was playing a terror mission and this message shows when i try to find the aliens. Great mod by the way, loving it.

Hello, thank you so much for your kind words; I truly appreciate them.

Great catch! It appears I made a spelling mistake, but not to worry. I'll correct it for the next patch, which should be released on Monday. I'm currently working on adding the remaining buildings and implementing some extra changes and fixes. In the meantime, you can download the attached file and place it inside the 'RULESET' folder within your XENOOPERATIONS mod (say yes when the overwrite warning appear). This way, you won't have to wait those extra days, and you can promptly continue with your terror mission.

29
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 05, 2023, 08:05:57 pm »
Tried the latest version 0.97.05.LE but get an error-see attached.

Yeah, i can see the problem by looking at the size of the file, there are a bunch of duplicates files and .ruls going on in there.

To update properly, remember to delete the previous version of the mod and then replace it entirely with the new folder. . Delete the mod folder and then replace it with the one i posted recently (should weight no more than 40 mb or something like that), and then try again.

I see you are coming from a very old build, PM later if you run into further problems hindering your campaing (as having missing planes and stuff like that)

Hope this info to be helpful.

30
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: December 05, 2023, 06:38:26 am »
Update Announcement:


I hope this message finds you well. Unfortunately, I bring news of a minor setback in the development of the upcoming update. Both my wife and I have caught a flu, and as a result, I've been feeling unwell since yesterday. Regrettably, this means the update will be shorter than initially anticipated.

As of now, approximately 80% of the buildings, including all the basic (vainilla) and key ones like the gym, large barracks, security station, and corridor, have been completed. The large storage store's structure is finished (walls only), but it still requires props, assets, and illumination tiles to be applied. The remaining buildings, such as the large lab, large workshop, large psionic lab, satellite network, and global hyper-wave decoder, remain untouched. Please be aware that in their current state, these structures may appear wonky and unnavigable. While they won't cause a CTD, they might hinder troop movement.

To provide you with a sneak peek and allow for testing, I've decided to release a preemptive beta patch. You can explore the changes by entering your base management interface and left-clicking on the access lift. This will enable you to move a single soldier and preview the updated base.

I sincerely apologize for any unexpected delays, and I appreciate your understanding. I aim to recover and complete the patch over the next few days, with the goal of releasing it this weekend. Your patience and continued support mean a lot.

Thank you, and happy hunting!


Installation:

**To properly run the mod, you'll need an OXCE installation (currently version 7.8.7 at the time of finishing this post).
** BRUTAL AI MOD by Xilmi is highly recommended, and at this point, I consider it a must-have. I encourage you to check it out.

- Download the file from the site XOPS LEGACY by Blackwolf in MOD.io Portal or the file attached (any difference in size is irrelevant, its the same file, just that i found a way to better compress it and evade the size limitation of the forum)
- Unzip and Drop the content inside your MOD folder.
- When updating from previous versions of the mod, it's recommended to delete the old folder completely (rather than simply overwriting it) and use the newer version, UNLESS OTHERWISE STATED (for hotfixes and patches).


Spoiler:
**Version 0.97.05.BETA LE Changelog:**

Visual Overhaul:
- Completely revamped the appearance of the Xcom base with new props, tiles, and assets extracted from TFTD.
- Improved storage tiles for the basic general store facility and the hangar to align with the updated map disposition.

Balance Tweaks:
- Adjusted some capacity numbers:
  * Small living quarters can now accommodate 20 units (down from 25).
  * Large living quarters have a reduced capacity of 100 units (down from 125).

Bug Fixes:
- Fixed an issue preventing the Dagger from being loaded in transport troops or during base defense missions.
- Updated the Georgia flag to the correct version from 2004 (previously using an outdated flag).
- Resolved deployment problems for units in transport planes:
  * The Dragonfly now correctly loads its 12 soldiers, and weapon spawning tiles have been relocated.
  * Similar adjustments made to the Firefly for correct soldier spawning, with item spawning tiles moved to a safer location away from the ramp.
- Corrected the description of the Sectopod autopsy in the UFOpaedia.
- Fixed a UFOPaedia CTD issue related to the XCf0-bishop, ensuring the picture displays correctly. Thanks Daev for the report.
- Solved an issue with the Miniguns' behavior, preventing the camera from excessively following each shot and causing flickering in certain situations.

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