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Messages - Meridian

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4981
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 17, 2018, 03:49:03 pm »
It can be done, but I have no interest in that... maybe someone else.

PS: every time I look at your screenshots, I die a little inside... starting reactions 70, starting firing/throwing/melee 110? RIP xcom :(

4982
OXCE Suggestions DONE / Re: [EXE] Soldier Transformations
« on: June 15, 2018, 06:34:55 pm »
Merged into OXCE+.
Newest build: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-8263d93-2018-06-19-win32.7z

Also, I made a small mod for my LP to re-hire clones of dead soldiers.
Attaching here if someone wants to use it.

Code: [Select]
soldierTransformation:
  - name: STR_HIRE_CLONE
    listOrder: 1
    producedSoldierType: STR_SOLDIER
    producedSoldierArmor: STR_NONE_UC
    keepSoldierArmor: false
    createsClone: true
    needsCorpseRecovered: false
    allowsDeadSoldiers: true
    allowsLiveSoldiers: false
    allowsWoundedSoldiers: true  # adding these guys too, if we want to sack them
    allowedSoldierTypes:
      - STR_SOLDIER
    forbiddenPreviousTransformations:
      - STR_HIRE_CLONE
    cost: 40000
    transferTime: 72
    recoveryTime: 0
    useRandomStats: true
    lowerBoundAtMinStats: true
    upperBoundAtMaxStats: false
    upperBoundAtStatCaps: true
extraStrings:
  - type: en-US
    strings:
      STR_HIRE_CLONE: "Hire Clone"

Edit: see also soldier bonuses: https://openxcom.org/forum/index.php/topic,7405.0.html

Edit: more goodies: https://openxcom.org/forum/index.php/topic,7196.msg117767.html#msg117767

4983
The X-Com Files / Re: Re: The X-Com Files - 0.9 alpha: Fists of Fury
« on: June 13, 2018, 04:33:36 pm »
That is, for normal play, all options in the "Advanced" and "Mods" sections should be disabled, except those that are blocked?

In "Mods" everything should be disabled.
In "Advanced" you can change all you want.

4984
The X-Com Files / Re: Re: The X-Com Files - 0.9 alpha: Fists of Fury
« on: June 13, 2018, 02:31:33 pm »
Hi!
What should be the settings of the game, so as not to overlap the mod? "Advanced", "Mods", etc.

I'm sorry, but I do not understand the question at all.

What do you mean by "overlap"?

4985
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: June 13, 2018, 10:40:22 am »
Meridian, say please, it is normal that unit with "specab: 3" can not be stunned? It creates a corpse instead of live alien. :(

it is implemented that way

Code: [Select]
if (_unit->getStatus() == STATUS_UNCONSCIOUS && (_unit->getSpecialAbility() == SPECAB_EXPLODEONDEATH || _unit->getSpecialAbility() == SPECAB_BURN_AND_EXPLODE))
{
_unit->instaKill();
}

Don't know if it's correct... would have to ask vanilla devs.. does anyone remember how it was in the original?

4986
Help / Re: help!!
« on: June 13, 2018, 09:41:50 am »
If you could at least tell us which mod are you using...
And a save wouldn't hurt either.

4987
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« on: June 12, 2018, 11:52:42 pm »
Update:
v.2.13 now has introduced a new crash when loading savegames (occured on large ship / base defense multiple times)
[FATAL]   A fatal error has occurred: Corrupt state: Unknown original UFO destination.
Can provide saves if needed.

This is a OXCE+ bug, which has been fixed in the last update... but... it may still fail to load if your save already contained any active undetected hunter-killers.

I can fix your save, if you want... just upload here.

I'm out of luck!
The game starts correctly but ... Unable to activate the Mod... because this error appears immediately :
[12-06-2018_22-32-36]   [WARN]   disabling mod with invalid ruleset: TWoTS
[12-06-2018_22-32-36]   [ERROR]   failed to load 'The world of (terrifying) silence'; mod disabled for next startup
C:\_GAMES\OpenXcom_TWoTS\user\mods\TWoTS/Ruleset/Ufopaedia.rul: invalid node; this may result from using a map iterator as a sequence iterator, or vice-versa



It works fine for me... try a fresh install from scratch... maybe something is conflicting if you just upgraded by copying a new version over the old one.

4988
Open Feedback / Re: TFTD Research bug
« on: June 12, 2018, 11:04:40 pm »
See attached.

You don't have Zrbite researched yet.

And you don't see it in the list (in the first base), because you sent it all to other bases.

4989
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: June 12, 2018, 10:57:26 pm »
it's damageBonus

(meleeMultiplier affects accuracy)

4990
XPiratez / Re: How strong of a system do you need to run pirates?
« on: June 12, 2018, 09:37:29 am »
And what do you want to say by that? I understand even less now...

4991
Open Feedback / Re: TFTD Research bug
« on: June 12, 2018, 09:34:33 am »
Upload a save please.

4992
Help / Re: How customizable is the digTunnel mapscript command?
« on: June 11, 2018, 06:32:44 pm »
[0, 0, 4, 2] means it can be anywhere in a rectangle with top-left corner [0,0] and width=4 and height = 2

So for example on a 60x60 map, it could be anywhere in the green area as illustrated on the attached screenshot.

4993
40k / Re: 40k Imperial Guard Operations
« on: June 11, 2018, 05:31:52 pm »
Hey! Liking it! Do tell if this one independent or do require the 40k mod

Just read previous post again.

4994
Help / Re: How customizable is the digTunnel mapscript command?
« on: June 11, 2018, 05:28:00 pm »
1/ I don't know... but probably not

2/ game would crash

3/ no

4/ there is a possibility to fine-control what is on the edges and what is inside... but it's a lot of boring repetitive work... you most likely don't want to do it that way... but if you do, you can use the "rects" in the mapscript to define, for each block, the allowed positions

4995
XPiratez / Re: How strong of a system do you need to run pirates?
« on: June 11, 2018, 11:02:31 am »
the game starts chugging on the bigger maps on my full desktop. Its a potatoe, but damn does it chug.

The engine is not built for such big (especially tall) maps and for such long visibility distances.
Modders are aware of it, but willingly decided to use it in spite of suboptimal user experience.

1/ vanilla maps have height = 4, piratez maps can go up to height = 30... which is roughly linearly (8-times) slower
2/ vanilla maps have visibility limit = 20, piratez has limit = 40... which is much worse than linearly slower... I don't have exact numbers, but it can bring any CPU to its knees
3/ also tons of new features in OXCE+ (e.g. indicators, night vision, LOS checks, etc.) are slowing down rendering quite significantly... again I don't have exact numbers, but I would say it's about 50-100% slower in worst cases

All in all a tall map in piratez can easily render and animate 50x slower than a normal vanilla map.

PS: also, if you have FPS counter enabled, don't believe what you see... even if the game barely manages 5 fps, it will still show a lot more

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