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Messages - Meridian

Pages: 1 2 [3] 4 5 ... 579
31
That's not even a feature meant for players.

It's just a debug feature (to help transfer a real craft into the "new battle" mode).

But ok, I can think about it a little and add move up/down functions.
Low prio.

32
todolisted

33
We have agreed with Yankes to skip this solution... and introduce Y-scripting for sell-prices (and later for buy-prices) directly instead.

Once implemented, I will paste a sample Y-script for hellrazor here.

34
OXCE Suggestions NEW / Re: [Suggestion] Alien use Proximity Grenade
« on: April 28, 2024, 05:24:39 pm »
todolisted

35
OXCE Suggestions Archive / Re: [Suggestion] Add hotkey B = exit base
« on: April 28, 2024, 05:23:44 pm »
questions?

no, I don't have any questions

hotkeys to open and to close the basescape do exist... case closed

thread moved to archive


PS: many people use B for "Buy"

36
A probably more annoying to implement way to show a missing 4th resource is to dynamically put the resource that you don't have enough of at the top of the list of requirements.

More annoying, but more acceptable for me than f-ing up the GUI or adding some crazy scrollbar.

If this would be enough, I can do it.

37
So, in other words, you are asking for mission sites instead of landing sites?

Should it be the original landing UFO (hidden during the duration of the mission), or should it be a completely new auto-magically repaired, restocked and remanned UFO (in worst case even a new UFO type)?

38
OXCE Suggestions NEW / Re: Updated: New saving features
« on: April 28, 2024, 04:58:46 pm »
OpenXcom already has more saving options than any other game I can think of... how on earth is that not enough?

I would also like to raise a suggestion... can we start removing some of those options? There's just too many... save, quicksave, autosave, ironman, frequency, slots, autoload, etc.

39
why not just sell them?

what should happen to the items that are already onboard/equipped but marked as hidden?

how can the player change their decision and un-mark the marked items?

41
OXCE Suggestions Archive / Re: [Suggestion] Statstring Enhancements
« on: April 28, 2024, 10:43:52 am »
PR closed after 1 year (reason: lack of community interest)

Thread moved to archive.

42
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 26, 2024, 04:25:40 pm »
That's not what I said.

I said that higher number (e.g. 20) will not give you higher light intensity, but it will give you higher radius.

I can be wrong, but that's how I remember it from PirateZ.

43
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: April 26, 2024, 02:22:07 pm »
Tile light levels are between 0 and 15.

Divider between "night" and "day" is 9 or 10 by default, not sure. Can be modded.

Item light level 20 will still illuminate nearby tiles with light level +15 (maximum), but it will spread further (bigger illuminated circle).
https://www.ufopaedia.org/index.php?title=Night_Missions#Flares

44
Yes, that's intentional.

Code: [Select]
// Cost indicator
{
std::ostringstream ss;
int cost = rule->getCost();
std::vector<std::pair<int, std::string>> symbol_values
({{100, "#"}, {20, "="}, {5, "-"}});

for (const auto& sym : symbol_values)
{
while (cost >= std::get<0>(sym))
{
cost -= std::get<0>(sym);
ss << std::get<1>(sym);
}
}
if (rule->getCost() < 10)
{
while (cost >= 1)
{
cost -= 1;
ss << ".";
}
}
_txtCostIndicator->setText(ss.str());
}

45
OXCE Support / Re: [Suggestion] item trigger for manufacturing.
« on: April 25, 2024, 09:41:07 am »
There is already a filter for that called "Default (supplies OK)"

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