Recent Posts

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Ever since I updated from v1.10 to v1.11, I'm getting the following errors:

1. The ufopedia article can't be looked at without crashing the game.
2. A lot of the missions are now coming up as STR.....

See attached

Sorry for the late reply! I haven't been on the forum much lately. You can reach me more quickly on Discord, I am thereaverofdarkness there and I am in the OpenXcom discord.
I am not getting this error without other mods and I haven't installed Brutal OXCE to try it out, but I believe you can fix this error by moving Harmony to the bottom of your mod list.


Hello, reaver
I'm currently playing your mod after xcom files and really enjoying it. I really like the extended tech tree and the smaller maps, like the outposts, which make the middle and late game less of a chore. I guess I'm close to the end, after the three stretches.

Thanks for putting do much work in this mode! Will it have more updates?
I just released an update! Harmony is essentially complete, so any updates from here on out are mostly going to be balance passes and bug fixes. I may add more features, but only small things and only if they feel like they fill a hole.

There's a handful of larger changes I did want to put into Harmony eventually, such as a globe overhaul, but it's not seeming likely for these to happen at this point. You can play Harmony with the Community Map Project globe, though it does have some known compatibility issues and I haven't worked out what to do to fix them. For best results, make sure Harmony is underneath other major mods in your mod list.
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Troubleshooting / Re: Can only load one tank on SkyRaider?
« Last post by yergnoor on Today at 07:43:57 am »
Then all that remains is to publish the save file here so that other people can check whether they have the same error and maybe find its cause.
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Troubleshooting / Re: Can only load one tank on SkyRaider?
« Last post by GaSplat on Today at 07:03:30 am »
Good suggestion on the ammo limitation but I already ruled that out as an issue. Beyond just checking I had enough ammo, did a little experiment. I could add the cannon tank, then try to add a minigun tank but can't. Backed out the cannon tank and could then add the minigun tank (so ammo limit is not an issue) but now cannot add the cannon tank back in. Even the little scout tank blocks adding a full size tank. I've done this with only two soldiers on board or even with no soldiers on the skyranger - so space was not an issue.
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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
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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.

7
Help / Re: [SOLVED] need help with these map files.
« Last post by Barghum on Today at 12:29:34 am »
PROBLEM SOLVED THANK YOU  :)
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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.
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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
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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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