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Messages - Biggieboy

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91
Released Mods / [UFO ]Building Mod Pack - OXCE+
« on: May 30, 2018, 03:41:09 pm »
Building Mod Pack

1.6 Version:

Juno reported many bugs:
- Large building crashed the game, fixed
- Bug in UFOpedia, fixed
- Baseshape reworked

1.5 Version:

- Large Hangar (3x3 size)!
- New file system (for modders)
- Bug fixing
- UFOpedia translate fixing

1.0 Version (dont use, too much bug!):

- Upgraded (higher capacity), Deployed (faster building) and  Large version of Building
- General Building
- New items for building: Building Resources, Special Resources
- Many Research
- UFOpedia: Hungarian and English (US). In english version its not perfect, please help me to the translation!


If you have some idea, question, or you found bug, please write here:
https://openxcom.org/forum/index.php/topic,6272.0.html

Thank you!

Download here:
https://openxcom.mod.io/building-mod-pack

(Please like and subscribe for new release!)

92
Released Mods / Re: Large Workshop 2.0 OXCE+
« on: May 27, 2018, 11:05:03 pm »
OHHHH! That would be super. I guess that you are waiting to this, to release the full Building Mod Pack, right?

Enviado desde mi Blade A510 mediante Tapatalk

No, i dont wait more :) i think its the next version of the Building Mod Pack.

93
Released Mods / Re: Large Workshop 2.0 OXCE+
« on: May 27, 2018, 10:56:53 pm »
Biggieboy is making a large hangar, with space for 4 crafts. I'm looking for something like that, because I like to have many planes with multiple roles (give a look to Hobbes's Tech-Comm mod)

Enviado desde mi Blade A510 mediante Tapatalk

Check this too: https://openxcom.org/forum/index.php/topic,5895.0.html

I hope the developers make 2 or more craft show in hangar.

94
Released Mods / Re: Large Workshop 2.0 OXCE+
« on: May 27, 2018, 10:48:02 pm »
Is there some mod, that also adds large labs? I got here large stores, living quarters and now the workshops. Only thing missing would be the labs.

Don't forget Hangars, that are important too. ;D

Enviado desde mi Blade A510 mediante Tapatalk

Guys, check this: https://openxcom.org/forum/index.php/topic,6272.0.html

I working on it, i hope this week released!

95
Released Mods / Re: Large Workshop 2.0 OXCE+
« on: May 27, 2018, 10:28:08 pm »
The idea is, to have one choke point. Kind of a tunnel, which the aliens will have to take, in order to clash with you. So you cannot be outflanked. But when you place that extended workshop somewhere else (like ordinary workshops), the whole concept is undermined. I provoked this problem in my latest test game, where the workshop is pretty much on the other side. So I got two directions to defend, the one, where the main access lift and the actual hangar are placed, and the other direction with the enlarged workshop.

I tested, and alien spawn there. I think that makes it more exciting :)

96
Released Mods / Re: Large Workshop 2.0 OXCE+
« on: May 27, 2018, 03:45:30 pm »
Not exactly. Just something one has to be aware, when planning the new base. =)

I make new mod (BuildingModPack) included with Large Workshop too, i testing this, i wanna be sure :)

97
Released Mods / Re: Large Workshop 2.0 OXCE+
« on: May 27, 2018, 02:26:16 pm »
I have question about the tactical aspects of this compartment: Does this new workshop, as it may work as a hangar, also work as an entrance for aliens during base assault? The vanilla spawning points are in hangars and the main access lift. As this compartment can be considered to be a hangar...

Yes, i think can spawn the aliens. Its problem?

98
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: May 25, 2018, 07:43:32 pm »
Save.
Open the save file.
Change the date.
Load.

Or, if for whatever reason, you don't want anything to happen and just watch the globe spin forever... delete everything from missionScripts.rul... but I fail to see how that helps with any testing.

This is the solution, thank you!

99
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: May 25, 2018, 05:25:05 pm »
So, try again

Dont come ufos, no terror missions, no base attack, no alien activity

How can i turn of the aliens? thats all, what i wanna :)


100
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: May 25, 2018, 03:36:55 pm »
Don't give aliens any weapons?
Give those weapons 110% TU cost?
Lock yourself in closed craft?
Give yourself 500 armor?
Give aliens only 1 TU so they can't move?
And so on...

No, i mean in geoscape stop alien attack

101
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: May 25, 2018, 02:26:13 pm »
Hi guys!

How can i turn of the aliens attack? I wanna test my mods, but need time in game, its not good, for everytime attack me :)

Thank you!

102
Help / Re: Recruitment office - is this possible?
« on: May 22, 2018, 10:16:12 pm »
HEY!

That's my idea of turning soldiers into Cyborgs, MEPS Troopers, MEC Troopers and other types of soldiers and classes via Manufacture, Genetics Lab, Cybernetic Lab or other.

Way to go, bulletdesigner! :D

@bulletdesigner,
You should check out my topic about these if you want. I'm just asking. :)
https://openxcom.org/forum/index.php/topic,6287.msg96473.html#msg96473

Looks good, but only pictures right?

103
Help / Re: Recruitment office - is this possible?
« on: May 22, 2018, 07:27:00 pm »
do it by manufacture that way is possible

Manufactur? And how? I think only items can manufacturing.

104
Help / Re: Recruitment office - is this possible?
« on: May 22, 2018, 04:36:53 pm »
Mmmm.. Not sure, but maybe
    requiresBaseFunc: [SUPERBUILDING]
in soldier description will help?
And
    provideBaseFunc: [SUPERBUILDING]
In facility ruleset.

I try this, but not work:

Code: [Select]
facilities:
  - type: STR_TRAINING_ROOM
    provideBaseFunc: [TRAININGROOM]
..

soldiers:
  - type: STR_SOLDIER_ELITE
    costBuy: 180000
    costSalary: 30000
    requiresBaseFunc: [TRAININGROOM]
..

105
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: May 15, 2018, 12:10:10 am »
You can use multiple ruleset files with "extraStrings:" translation definitions instead of using .yml language files.

Yes, i use many ruleset files :) but little bit hard the management. Thank you!

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