Recent Posts

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2
Translations / Re: Spanish/Español (Latin America)
« Last post by xracer on Today at 02:01:25 am »
Hola, Feliz año,
Me he alejado mucho del juego pero una vez al año trate de visitarlo. Yo era quien mantenía la traducción pero no he hecho nada en hace mucho tiempo.
La frase a la cual te refieres nunca la he escuchado, es parte de un nuevo mod? O es parte del juego principal?  Voy a ver si me tomos unos minutos y leo el párrafo para mejor entender. Gracias
3
When using the "Alternate Craft Equipment Management" option,  it would be very useful to be able to choose a soldier from the Soldier List screen and access their inventory directly, rather than having to tab through the inventory of each soldier until you reach the one you are looking for.

4
Help / Re: [SOLVED] need help with these map files.
« Last post by Barghum on Today at 12:29:34 am »
PROBLEM SOLVED THANK YOU  :)
5
OXCE Suggestions NEW / [Suggestion] spriteFacility for 2x2 facilities.
« Last post by Nord on May 30, 2024, 10:52:07 pm »
As for now, 2x2 modules use only spriteShape sprite. Some kind of "lower level" for buildings. But in mods there can be high 2x2 modules, so facility builded higher than 2x2 (1 tile to the north) can "overdraw" part of 2x2 building. In vanilla it can not be, because all basebit sprites are "short", but in mods we can get ugly mix.

So, suggestion: use spriteFacility for 2x2 buildings if it is set.

Thanks.
6
as for my ideas
1. A limb disabling script (if the right side is hit disable the right arm etc.)
2. More unique weapons (e.g. Blaster launcher, Laser weapons in general, HC/AC, and the F.M.P Multi launcher)
3. Better sound design (e.g. TFTD's entire set of sounds)
4. Multiple research paths that are mutually exclusive

if anyone has any ideas leave them here
7
The X-Com Files / Re: The Vampire Castle
« Last post by rkagerer on May 30, 2024, 10:40:04 pm »
I just finished the Vampire Castle and boy was it was a slog.

Wasn't sure what to expect, and my standard solider rollout at this point in the game is:
  • Nitro Express Rifle (~ 60% of units, typically w/ firing skill > 65)
  • Smart Magnum (the rest)
  • Stun Rod or Electric club (for most soldiers)
  • Kukra
  • Dynamite (for some)
The map might have been tweaked since this thread was posted, but I found enough hits from the rifle tended to put a lot of the enemy units to sleep (including the Queen), rather than killing them. This made capturing easier, although they kept waking up which dragged the mission out into a long game of wack-a-mole toward the end (I wound up dragging sleeping zombies to a make-shift "jail" near the middle of the map, guarded by a few tenacious soldiers with stun weapons).

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40k / Re: [ADDON] ROSIGMA
« Last post by Simi822 on May 30, 2024, 10:30:40 pm »
lets all watch:

https://www.youtube.com/@Toad22484

good stuff!!

and manny of my ideas are being integrated into the mod !!!!!!

thank you so much guys and girls....you are the best!

P.S. there are always more improvement ahead, but that's the future....

never less all people working on this mod or testing this mod....Thank you very much...
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OXCE Suggestions NEW / [Suggestion] Craft size and Hangar capacity
« Last post by Pendra37 on May 30, 2024, 06:27:52 pm »
Facilities have the "crafts" value to set how many crafts the facility can hold. So far so good.
How about giving crafts a "size"? With this, you could set a hangar's capacity 2, and the small interceptor size 1. You could hold 2 interceptors there. Or make a heavy fighter size 2 so only 1 such craft could he housed in the hangar.

XCom Files come to my mind where this could be very helpful. Now you can park a single car in a massive hangar. After this, the hangar could be set to craft = 8. And the car is size 1, the van size 2, the tank is 3 and the actual planes like 6-8. 
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Help / Re: How to add weapons to the store?
« Last post by pipanni on May 30, 2024, 06:22:55 pm »
Hi Meridian

Does this hack work in "The X-Com Files"? I changed the code in file "items_XCOMFILES.rul" like you mentioned here, by adding the line "costBuy: 5000" but nothing happened. I tried both with plasma beams and napalm grenades.

By the way I think you should be able to create factories for making all kinds of stuff, at the expense of... money! I mean, later in the game when you're uber-rich it's weird that you can't just buy this stuff and still have to manufacture it  :P
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