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Topics - Meridian

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76
OXCE Suggestions DONE / [DONE] [Suggestion] Multiple game endings
« on: October 10, 2019, 08:47:53 pm »
Quote
Requested by Kato.

The victory and defeat cutscenes have been unhardcoded.
You can now mark a cutscene with winGame or loseGame attribute:

Code: [Select]
cutscenes:
  - type: myCustomVictoryCutscene
    winGame: true

or

Code: [Select]
cutscenes:
  - type: myCustomDefeatCutscene
    loseGame: true

and it will trigger the desired effect.

It works on:
- mission win/lose/abort cutscenes
- special loss-only cutscenes except "loseDefeat" (see next post)
- research cutscenes (starting from OXCE 6.7)

It doesn't work on other cutscenes:
 - intro
 - briefing cutscenes
 - research cutscenes (until OXCE 6.7)

77
I don't remember who asked for this, but here goes, it's just a global variable:

Code: [Select]
stunningImprovesMorale: true     # default false

Basically when someone stuns an enemy, they get a similar morale bonus as for killing them.
Only once though, to prevent abuse of repeatedly reviving and stunning an enemy.
The winning team also gets (a smaller) morale bonus.
The losing team does not get any morale penalty.

Works for both xcom and aliens.

If someone wants to know exact numbers, here's the code, it's short and should be relatively easy to read:

Code: [Select]
// morale change when an enemy is stunned (only for the first time!)
if (getMod()->getStunningImprovesMorale() && murderer && !victim->getStatistics()->wasUnconcious)
{
if ((victim->getOriginalFaction() == FACTION_PLAYER && murderer->getFaction() == FACTION_HOSTILE) ||
            (victim->getOriginalFaction() == FACTION_HOSTILE && murderer->getFaction() == FACTION_PLAYER))
{
// the murderer gets a morale bonus if he is of a different faction (excluding neutrals)
murderer->moraleChange(20);

for (auto winner : *_save->getUnits())
{
if (!winner->isOut() && winner->getArmor()->getSize() == 1 && winner->getOriginalFaction() == murderer->getOriginalFaction())
{
// the winning squad gets a morale increase (the losing squad is NOT affected)
winner->moraleChange(10);
}
}
}
}

78
Quote
ohartenstein23Today at 2:27 PM
@Meridian The problem Solarius was having with transformations was that he wanted to use them to represent a number of advanced trainings unlocked by research to provide bonus stats; since they didn't change the soldier type and therefore the stat caps, if a player used them before a soldier reached the caps, they would have lower total stats than if they waited until the caps to use the training transformations. Using a new soldier type for each one was rejected since these trainings weren't mutually exclusive or to be done in a fixed order - Solarius had hoped that these would act like stat bonuses on an armor, but permanently attached to the soldier.

One possible solution we thought of would be to create a new ruleset data structure for bonuses added by transformations and commendations: these bonuses would be named by a unique type and define a set of parameters similar to an armor ruleset, then transformations and commendations could refer to them by that type. On creation of a battle unit from a soldier, these stats would be added to to what the unit's armor adds to the unit's stats, including trainable stats like TUs, firing, etc., as well as NV and recoveries.

A ruleset example might look like:
soldierBonuses:
  - name: STR_KARATE_TRAINING
    stats: # gives stats that don't count toward stat caps
      reactions: 5
      melee: 10
    recovery: # adds to recovery from armor
      energy:
        tuMax: 0.05 # extra energy recovery in all armors


soldierTransformation:
  - name: STR_TRAIN_IN_KARATE
    soldierBonusType: STR_KARATE_TRAINING

79
OXCE Suggestions DONE / [DONE] [Suggestion] Zombie pets
« on: September 15, 2019, 01:14:11 pm »
Quote
Solarius ScorchToday at 11:43 AM
The only sane way to implement this would be expanding the weapon zombifying flag (I forgot what it was, let's say zombieUnit) to include non-standard unit types
NEW MESSAGES
Solarius ScorchToday at 11:45 AM
  CHRYSSALID_WEAPON
  zombieUnit: STR_ZOMBIE
  zombieUnitByType:
    STR_DOG: STR_ZOMBIE_DOG
    STR_PARROT: STR_ZOMBIE_BIRD
Etc.

You can now zombify your dearest cannon fodder into cute little zombie cannon fodder.
Still can't zombify 2x2 units.

Example:

Code: [Select]
items:
  - type: CHRYSSALID_WEAPON
    zombieUnitByType: { STR_ALIEN_AI: STR_SECTOID_COMMANDER, STR_DOG: STR_ZOMDOG }   # exceptions
    zombieUnit: STR_ZOMBIE    # default

Test build: https://lxnt.wtf/oxem/builds//Extended/Extended-5.6.4-c50d95558-2019-09-15-win64.7z

80
Playthroughs / Retaliation heat map
« on: September 15, 2019, 09:23:37 am »
red > orange > yellow > blue > green > transparent

averaged from 100 full retaliation missions

data around the poles is less reliable

81
OXCE Suggestions DONE / [DONE] Support for fake underwater xcom bases
« on: September 12, 2019, 01:31:39 pm »
(You know come to think of it, this starting condition can also be apply on base structures on the starting base. Like Surface base, which is forbidden and then the same for sea base.)

I can make distinct Surface and FakeUnderwater bases... but the first (starting) base must be a Surface base.
Is that acceptable?

PS: the reason is that technically the starting base is created and filled with facilities long before you select its position... which I can't change.

82
OXCE Suggestions DONE / [DONE] Starting conditions on globe textures
« on: September 10, 2019, 10:26:43 pm »
I can probably add startingConditions based on globe textures, I'll check later.

Done.

Syntax:

Code: [Select]
globe:
  textures:
    - id: 4
      startingCondition: MYCOND1
    - id: 7
      startingCondition: MYCOND2

Test build: https://lxnt.wtf/oxem/builds//Extended/Extended-5.6.3-629a8f729-2019-09-10-win64.7z

83
OXCE Suggestions DONE / [DONE] Support for fake underwater globe textures
« on: September 09, 2019, 03:33:41 pm »
I don't know if Meridian or the coders are going to include that kind of coding in the future build of OXCE this is the only critical missing link in making my mod work.

Added support for fake underwater globe textures.

You can now mark some of the textures as underwater, like this:

Code: [Select]
globe:
  textures:
    - id: 4                                        # sahara
      fakeUnderwater: true
    - id: 7                                        # jungle around sahara
      fakeUnderwater: true

When a UFO lands on such a globe texture, it will use a different alien deployment (with _UNDERWATER suffix).
For example if a medium scout lands there, it will use STR_MEDIUM_SCOUT_UNDERWATER deployment, instead of STR_MEDIUM_SCOUT deployment.

And if you use depth > 0 in the underwater deployment (or terrain), the alien races will also be automatically replaced (using _UNDERWATER suffix), same as in TFTD.

When targeting the UFO, STR_MEDIUM_SCOUT starting condition would be checked (since we don't know where will they land yet); when confirming xcom craft landing either STR_MEDIUM_SCOUT or STR_MEDIUM_SCOUT_UNDERWATER starting condition will be checked (depending on where the UFO actually landed/crashed).

Attached a test mod (zip) and a test save.

Requires OXCE 5.6.3 or higher.
Build for testing: https://lxnt.wtf/oxem/builds//Extended/Extended-5.6.2-5bb5197f4-2019-09-09-win64.7z

84
40k / Warcraft 3 unit response sounds mod
« on: September 03, 2019, 03:25:49 pm »
As an example of how can it be done in 40k.

First, there is a global switch:

Code: [Select]
enableUnitResponseSounds: true     # set back to false once you get tired of the sounds :)

Then there are 8 attributes on soldier types (4 actions x 2 genders):

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    femaleFrequency: 50
    selectUnitMale:     [200, 201, 202, 203, 204]
    selectUnitFemale:   [300, 301, 302, 303, 304, 305]
    startMovingMale:    [210, 211, 212, 213]
    startMovingFemale:  [310, 311, 312, 313]
    selectWeaponMale:   [220, 221, 222, 223]
    selectWeaponFemale: [320, 321, 322, 323]
    annoyedMale:        [230, 231, 232, 233]
    annoyedFemale:      [330, 331, 332, 333, 334, 335]

Lastly, extraSounds are needed, but that's not new:

Code: [Select]
extraSounds:
  - type: BATTLE.CAT
    files:
#Footman
      200: Resources/Audio/Human/Footman/Ready1.wav
      201: Resources/Audio/Human/Footman/What1.wav
      202: Resources/Audio/Human/Footman/What2.wav
      203: Resources/Audio/Human/Footman/What3.wav
      204: Resources/Audio/Human/Footman/What4.wav

      210: Resources/Audio/Human/Footman/Yes1.wav
      211: Resources/Audio/Human/Footman/Yes2.wav
      212: Resources/Audio/Human/Footman/Yes3.wav
      213: Resources/Audio/Human/Footman/Yes4.wav

      220: Resources/Audio/Human/Footman/Warcry1.wav
      221: Resources/Audio/Human/Footman/YesAttack1.wav
      222: Resources/Audio/Human/Footman/YesAttack2.wav
      223: Resources/Audio/Human/Footman/YesAttack3.wav

      230: Resources/Audio/Human/Footman/Pissed1.wav
      231: Resources/Audio/Human/Footman/Pissed2.wav
      232: Resources/Audio/Human/Footman/Pissed3.wav
      233: Resources/Audio/Human/Footman/Pissed4.wav
#Sorceress
      300: Resources/Audio/Human/Sorceress/Ready1.wav
      301: Resources/Audio/Human/Sorceress/What1.wav
      302: Resources/Audio/Human/Sorceress/What2.wav
      303: Resources/Audio/Human/Sorceress/What3.wav
      304: Resources/Audio/Human/Sorceress/What4.wav
      305: Resources/Audio/Human/Sorceress/What5.wav

      310: Resources/Audio/Human/Sorceress/Yes1.wav
      311: Resources/Audio/Human/Sorceress/Yes2.wav
      312: Resources/Audio/Human/Sorceress/Yes3.wav
      313: Resources/Audio/Human/Sorceress/Yes4.wav

      320: Resources/Audio/Human/Sorceress/Warcry1.wav
      321: Resources/Audio/Human/Sorceress/YesAttack1.wav
      322: Resources/Audio/Human/Sorceress/YesAttack2.wav
      323: Resources/Audio/Human/Sorceress/YesAttack3.wav

      330: Resources/Audio/Human/Sorceress/Pissed1.wav
      331: Resources/Audio/Human/Sorceress/Pissed2.wav
      332: Resources/Audio/Human/Sorceress/Pissed3.wav
      333: Resources/Audio/Human/Sorceress/Pissed4.wav
      334: Resources/Audio/Human/Sorceress/Pissed5.wav
      335: Resources/Audio/Human/Sorceress/Pissed6.wav

Attached full mod for testing/inspiration.
Attached battle.cfg for testing.


Youtube video as preview:

Needs OXCE 5.6.3 (to be released later), for testing you can use this build: https://lxnt.wtf/oxem/builds//Extended/Extended-5.6.2-0e9152b0a-2019-09-04-win64.7z

PS: the players can mute/unmute the sounds using the ctrl+X hotkey (or by editing options.cfg, entry "oxceEnableUnitResponseSounds")

85
OXCE Support / [Solved] Help with updating mods to newer OXCE
« on: July 25, 2019, 05:47:52 pm »
hello
very happy when I read that you agree to fix the old mods so that they work for a new oxce
Here megamodes that after version 3.10 do not work
thank you in advance!
http://www.mediafire.com/file/47333b01m5bzh72/X-COM_MODS.rar/file
also want to suggest two functions for oxce
playing, I noticed that the flare glows even in the hand of a soldier, an idea came here! and that if it also glows on the belt (that is, if we put the flare in the slot of the belt), it is understood that the soldier attached the flare to the belt, in my opinion it is logical.
and second, there is an option in the game that includes damage spread 50% ~ 150%
So, I think it's worth adding an option that completely disables the damage spread, that is, 100% ~ 100%
the idea is that when hit, the game takes into account only the armor and special characteristics of the enemy, if the enemy is naked and without special characteristics that increase his defense, the shot causes him damage as much as written in the weapon description, in my opinion it will be fair.

86
OXCE Suggestions DONE / [Documentation] Mana
« on: July 18, 2019, 03:27:53 pm »
1. Introduction
--------------------
Mana is a new consumable resource (similar to time units, energy, health, stun and morale).

Each soldier/unit type can have a "mana pool" (attribute), which is the maximum amount of mana it can have.
Each soldier/unit on a battlefield has "mana" (resource), which is the resource itself.

By default, the mana does not regenerate during the battle.
And by default, the mana fully replenishes after the battle.
Both of these features are however configurable and the modder can change them.

The mana (and also the mana pool) can be used in various formulas
(e.g. use cost, damage bonus, accuracy, regen, etc.), same as other resources and other attributes.

Mana pool is constant by default, but can be configured to be trainable.
The training can be primary (same as firing accuracy for example) or secondary (same as strength for example); or even both.


2. Global variables
--------------------

Code: [Select]
mana:
  enabled: false
  battleUI: false
  unlockResearch: STR_SORCERY     # empty by default
  trainingPrimary: false
  trainingSecondary: false
  replenishAfterMission: true

2.1 Enabling/disabling GUI stuff
--------------------

First 3 settings define if the mana as a feature is enabled at all.
By default, it is turned off (on the GUI) and you won't see it anywhere.
Note that these settings are mostly GUI-related, most of the mana game mechanics work regardless of that.

"enabled" setting:
- a global switch, turns most of the GUI display on/off
- affects: Soldier Info screen, Unit Info screen, Debriefing screen, Battlescape UI, Soldier Transform screen and others

"battleUI" setting:
- affects only the Battlescape UI (gives you the option to turn the display off just on this GUI, and keep it everywhere else)

"unlockResearch" setting:
- works similar to "psiUnlockResearch" setting used for Psi strength/skill
- until the research is discovered, the value of the mana pool is unknown to the player (and weapons that require mana cannot be used by XCOM, aliens/civilians are not affected by this)
- by default it's empty, which means it's available from the start of the game

2.2 Tweaking global mana mechanics
--------------------

The other 3 attributes define the mana mechanics.

"trainingPrimary" setting:
- if turned on, mana pool can be increased by gaining direct mana experience during the mission
- the weapons can give mana experience using the "manaExperience" attribute
- formula for converting experience points to stat increase is the same as for firing accuracy

Code: [Select]
items:
  - type: STR_PISTOL
    manaExperience: 250    # this means 2 mana experience points + 50% chance for a 3rd exp point (on every hit on hostile unit)

"trainingSecondary" setting:
- if turned on, mana pool can be increased by gaining any experience during the mission
- formula for stat increase is the same as for strength

"replenishAfterMission" setting:
- if turned on (default), mana fully replenishes after the battle
- if turned off, mana does not replenish automatically and needs to be regained in specialized base facilities
- soldier with missing mana can still go into a battle, but will start only with his current amount of mana (i.e. not full)

Code: [Select]
facilities:
  - type: STR_MAGE_GUILD
    manaRecoveryPerDay: 3

This setting would mean that any base which has a mage guild regenerates 3 points of mana for every (not wounded) soldier in the base per day.
The facility setting is NOT cumulative, more facilities don't provide more regen.
If there are multiple facilities of different type with different regen rate, the best (highest) regen rate is used.


3. Local variables
--------------------

3.1 Mana recovery per turn (armor based)
--------------------

Code: [Select]
armors:
  - type: STR_POWER_SUIT_UC
    recovery:
      mana:
        mana: 0.1           # 10% of total mana pool
        manaCurrent: 0      #  0% of current mana
        manaNormalized: 0   #

On armor level, the modder can define mana recovery each turn (similar to tu/energy/hp/stun/morale recovery).
By default, there is no recovery.
The example above replenishes 10% of total mana pool as mana each turn.

3.2 Mana usage (item based)
--------------------

Code: [Select]
items:
  - type: STR_PISTOL
    manaRequired: true  # default false
    costSnap:
      time: 18          # 18% of TU
      mana: 10          # 10 mana points
    flatSnap:
      time: false       # % cost
      mana: true        # flat cost

The example above shows how to configure mana cost requirements.
"manaRequired" means that the weapon cannot be used until the mana unlock research is discovered.
The cost attributes now support also the "mana" attribute.
The example above means firing a snap shot from a pistol costs 18% of TU and 10 mana points.

3.3 Using mana in other formulas
--------------------

You can use mana in other formulas in OXCE; basically in all formulas which already support usage of let's say energy and stamina.
For example on armors: psiDefense, meleeDodge, resource recovery (tu, energy, hp, stun, morale, mana)
Or on items: damageBonus, meleeBonus, accuracyMultiplier, meleeMultiplier, throwMultiplier, closeQuartersMultiplier

Code: [Select]
items:
  - type: STR_PISTOL_CLIP
    damageBonus:
      mana: 0.0
      manaCurrent: 1.0         # 100% of current mana
      manaNormalized: 0.0

Example above shows how to increase of power of the pistol by the current amount of soldier's mana.

3.4 Damage done to mana (mana burn)
--------------------

As you probably know damage doesn't affect only victim's HP, it can affect many other things as well, including mana.

Code: [Select]
items:
  - type: STR_PISTOL_CLIP
    damageAlter:
      ToHealth: 0.5        # 50% damage goes to health loss
      ToMana: 0.5          # 50% damage goes to mana loss
      RandomMana: false    # mana loss is not randomized


4. Defining starting mana pool, and training caps
--------------------

4.1 Soldiers
--------------------

Code: [Select]
soldiers:
  - type: STR_SOLDIER
    minStats:
      tu: 50
      stamina: 40
      mana: 25           # minimum starting mana pool 25
      ...
    maxStats:
      ...
      mana: 50           # maximum starting mana pool 50
      ...
    statCaps:
      ...
      mana: 150          # maximum possible mana pool up to 150
      ...

4.2 Other units
--------------------

Code: [Select]
units:
  - type: STR_SECTOID_MEDIC
    stats:
      tu: 54
      stamina: 90
      mana: 100          # mana pool = 100 (+/- global difficulty-based stat adjustment, see below)
      ...

Code: [Select]
statGrowthMultipliers:
  tu: 4
  stamina: 4
  ...
  mana: 6                # mana pool on Superhuman (4) would be 124 = 100 + 4*6

Note that non-soldier units always start with full mana!
This is obvious for aliens/civilians, but keep in mind it also applies to xcom HWPs (regardless of the "replenishAfterMission" setting).


5. Yankes-scripts
--------------------

The mana pool of (geoscape/battlescape) soldiers and other units is exposed to scripts.

The current mana of (battlescape) soldiers and other units is exposed to scripts.

The missing mana of (geoscape) soldiers is exposed to scripts.

The "to_mana" damage distribution variable is exposed to DamageUnit script.


6. Other
--------------------

Try not to misuse this feature for completely unrelated stuff... or I will not have much motivation to continue with other features.

If you see improvement potential, speak up.

Translations:
Code: [Select]
  STR_MANA: "MANA"
  STR_MANA_POOL: "MANA POOL"
  STR_MANA_MISSING: "MANA MISSING"
  STR_MANA_RECOVERY: "MANA RECOVERY> {ALT}{0}"
  STR_NOT_ENOUGH_MANA: "Not Enough Mana!"
  STR_MANA_ABBREVIATION: "MAN"
  STR_MANA_CURRENT: "CURRENT MANA"
  STR_MANA_NORMALIZED: "NORMALIZED MANA"
  STR_COST_MANA: "mana"
  manaExperience: "Mana experience"
  manaRequired: "Mana required?"
  ToMana: "Mana dmg multiplier"
  RandomMana: "Mana dmg RNG?"
  mana: "Mana"
  manaRecoveryPerDay: "Mana per day"

87
OXCE Suggestions DONE / [DONE] [Suggestion] Arc Script
« on: April 27, 2019, 12:37:58 pm »
--requested by Hobbes

Hello everyone,

here's a new script that should allow you to orchestrate your arcs and missions a bit better (if you want).

The idea is that you can script when should certain events occur and in which order and use those events to affect mission scripts.
Or, you can just use it to display "a tip of the month", I don't judge :)

The arc script runs just before the mission script, i.e. February arc script does already affect February mission script.

Here's the syntax:

Code: [Select]
arcScripts:
  - type: earlyGame                     # the type/name is used for overwriting or deleting purposes
    sequentialArcs:                     # the type of research topics to be "discovered", each month 0 or 1, processed sequentially
      - STR_EARLY_ARC_1_START
      - STR_EARLY_ARC_2_START
      - STR_EARLY_ARC_3_START
    randomArcs:                         # the type of research topics to be "discovered", each month 0 or 1, chosen randomly considering weights
      STR_SIDE_STORY_1_START: 50
      STR_SIDE_STORY_2_START: 30
      STR_SIDE_STORY_3_START: 20
    firstMonth: 0                       # months this command runs on, 0 runs on startup of a new game (default 0)
    lastMonth: 12                       # don't run after this month. -1 denotes no limit (default -1)
    executionOdds: 75                   # % chances of this command executing (default 100)
    maxArcs: 4                          # maximum number of arcs this command can generate (together during the whole game), -1 for infinite (default -1)
    minDifficulty: 0                    # this command only applies to difficulty levels of this or above (default 0)
    maxDifficulty: 4                    # this command only applies to difficulty levels of this or below (default 4)
    researchTriggers:                   # a list of research topics that can influence the execution of this command (default empty)
      STR_THE_MARTIAN_SOLUTION: true    # in this case, the command would only run if the player has the Martian Solution
      STR_CYDONIA_OR_BUST: false        # and does NOT have Cydonia or Bust

firstMonth, lastMonth, minDifficulty, maxDifficulty and researchTriggers should be self-explanatory.

sequentialArcs and randomArcs are meant to be either-or, but it is possible to use both at the same time if you really want.
If you use both:
 - executionOdds are done only once, same result is used for both types
 - sequential arc is generated first, random arc second
 - maxArcs always applies, e.g. if maxArcs=1 and sequential arc was generated, random arc will not be generated even if everything else was satisfied

maxArcs counts any discovered topics, even from other arc scripts or normal game; and if you have any duplicate topics within a command it will count all duplicates as separate topics too

The "discovered" research topics behave almost identically to normal research:
+ lookups, unlocking, disabling and other features affecting normal research will apply (as if this research was finished in your HQ)
+ score will be awarded
+ ufopedia article will pop up (if available)
- getOneFree DOES NOT work (intentionally, no need to report as bug)

Test download: https://lxnt.wtf/oxem/builds//Extended/Extended-5.4-41f8647ec-2019-04-27-win64.7z

Feedback welcome...

88
OXCE Builds & Ports / HOWTO: Compiling and cross-compiling OXCE
« on: March 24, 2019, 07:56:15 pm »
Applies to all builds and all platforms:
- don't use yaml-cpp 0.7.x, it's broken
- if you can, use yaml-cpp 0.6.3




1. Building on Windows using Visual Studio 2022 (Win32 build only)

1. Download, install and update Visual Studio 2022 Community Edition: https://visualstudio.microsoft.com/downloads/
2. Clone OXCE repo: https://github.com/MeridianOXC/OpenXcom.git
3. Download and extract the pre-compiled dependencies (into repo's root): openxcom-deps-win-vc2017-newest.zip
4. Open solution "src/OpenXcom.2010.sln"
5. Click "Build" from menu or toolbar

89
OXCE Builds & Ports / OXCE v7.12 for iOS (iPhone/iPad)
« on: March 24, 2019, 04:17:00 pm »
OXCE is now available also for iOS.

You need to build it yourself though, no AppStore.
Source code and build instructions: https://github.com/MeridianOXC/openxcom-ios/tree/oxce-plus

...or try 3rd party AppStore / github IPA build: https://openxcom.org/forum/index.php/topic,8327.0.html

90
OXCE Suggestions DONE / [DONE] OXCE version check
« on: March 04, 2019, 11:57:17 am »
Hi all,

since OXC 1.0 nightly (openxcom_git_master_2019_03_04_0513.zip)
and
OXCE v5.3 (coming out soon)

there will be a check for required OXCE version.

The check will be done when:
1. enabling a mod
2. selecting a master mod

OXC will only check if OXCE is required or not;
OXCE will also check the minimum required version of OXCE.

The definition of minimum required OXCE version is done via metadata.yml, for example:

Code: [Select]
name: "My OXCE mod"
version: 1.3.1a
author: Meridian
description: "Something clever."
id: "my-oxce-mod"
master: "xcom1"
requiredExtendedVersion: "5.3"

OXCE will additionally make a check during the game startup... this is useful when a player upgrades a mod in-place (i.e. doesn't have to enable it in the options). If a problem is found, a message like this will appear in the log file:

Code: [Select]
[03-03-2019_22-46-17] [ERROR] Mod 'X-Com Files' requires at least OXCE v5.3

PS: the checks only inform the player about the OXCE requirement... it will still be possible to enable any mod if the player chooses to ignore the requirement

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