aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Meridian

Pages: [1] 2 3 ... 580
1
I will be adding craft/hangar slot types.

I will likely not be adding craft/hangar size.
(at least not until I see how the types features will work out)

2
Help / Re: How to add weapons to the store?
« on: Today at 12:10:55 pm »
It's not a hack, it's a normal modding feature.

It should work everywhere.
Unless there are other (normal) attributes potentially preventing purchase of items.

PS: btw. if you have a zip file with the mod still around, changes in the extracted files will have no effect, because the mod will be loaded directly from the original zip file

3
I don't understand this.

Is there a visual example of what's wrong?

4
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: Today at 12:02:51 pm »
bug?
(motion scanner) revealed yellow arrow [Alt] is not working after scan+save+load

it is intended

5
XPiratez / Re: QoL query: Research menu sorting order
« on: Today at 11:58:49 am »
Anyone know if its possible to change the default choice? Either already, or who to pester about modding it in? I always sort by "cost", and it would be convenient to set it as default, to avoid picking it manually each time I pick a new subject to study.

Ctrl + Alt + click on "New project" button

6
OXCE Bugs / Re: Kills awarded for no kills - Bug or feature?
« on: May 28, 2024, 06:18:58 pm »
I will investigate the history and test too... but I'm afraid it was always this way as Delian says.

7
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 28, 2024, 04:42:55 pm »
That's in the OXC suggestions board, I don't really read that.

But ok, I can have a look.

8
Help / Re: baseDefenseMapFromLocation example.
« on: May 28, 2024, 04:35:34 pm »
quick battle doesn't have a globe, and thus also no globe location... thus segmentation error

newest oxce version has something, which could probably help, but I didn't test it with this use case... I will look at it later

for now, use normal game, not quick battle

9
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 28, 2024, 12:16:26 pm »
When will you add a counter for lost armored vehicles to statistics? This is the third year of conversations, but there is no result.

I am not aware of any conversation or suggestion.

Can you link the conversation thread or the suggestion thread?

10
OXCE Bugs / Re: BUG: H.Explo. Armed when Deactivated.
« on: May 28, 2024, 11:29:34 am »
no hostility needed.

no hostility, just frustration

before every battlescape, there is a setup period, i don't know if it has a fancy name or not..

just set up a high explosive on a soldier to a value of 1.
then disarm it.
start mission.
observe in battlscape the status of the high explosive.

is it armed?

are you seriously asking ME if it is armed?
that's what I am asking YOU to provide

there should be no question marks in a bug report

if no.  then you do not see the bug.
if yes. then you see the bug.

for me it is not armed

11
Help / Re: baseDefenseMapFromLocation example.
« on: May 27, 2024, 11:10:30 am »
40k mod is using it, afaik

12
OXCE Bugs / Re: BUG: H.Explo. Armed when Deactivated.
« on: May 26, 2024, 09:36:53 pm »
Dude, either you can give me clear instructions how to reproduce a bug or you cannot.

If you cannot, I have no reason to look at it.

13
original had a bug that it reverted to Beginner difficulty after the first mission: https://www.ufopaedia.org/index.php?title=Known_Bugs#Difficulty_Bug

if you want the original experience, play on Beginner

otherwise it's the same

14
OXCE Bugs / Re: ItemTrigger question
« on: May 25, 2024, 11:45:48 am »

15
OXCE Bugs / Re: BUG: H.Explo. Armed when Deactivated.
« on: May 25, 2024, 11:16:19 am »
You have 26 high explosives:
- 5 primed with setting 0 (end of player turn 1)
- 5 primed with setting 1 (end of alien turn 1)
- 1 primed with setting 2 (end of player turn 2)
- 15 unprimed

They all explode correctly.

Video proof for the high explosive with setting 2 attached.

Pages: [1] 2 3 ... 580