OpenXcom Forum
OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Support => Topic started by: Meridian on July 25, 2019, 05:47:52 pm
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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.
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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
There are many mods in that archive; which one do you need help with?
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.
I'll check what the options are.
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.
The option to do 100% ~ 100% is already available:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Item_Damage_Types
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1.Help is needed on all mods, not one of them starts up on a new oxce
2.How to do so to activate only the third paragraph-,,3 = flat damage equal to power,, and disable the rest
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How to do so to activate only the third paragraph-,,3 = flat damage equal to power,, and disable the rest
It's on a per item basis. Setting randomtype to 3 sets damage to 100%
Also, some of those mods aren't even stand-alone as far as i can tell (the elerium flare one for example). What's your complete modlist?
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AwesomeGuns: updated here: https://openxcom.org/forum/index.php/topic,4823.msg115140.html#msg115140
Battle for Mars: updated here: https://openxcom.org/forum/index.php/topic,3636.msg114957.html#msg114957
Elerium Flares and Zrbite Flares: updated here: https://openxcom.org/forum/index.php/topic,5727.msg114958.html#msg114958
Dune/Land of Sand: updated here: https://openxcom.org/forum/index.php/topic,2957.msg114959.html#msg114959
Looters: the author (tkzv) is still active, ask him for update here: https://openxcom.org/forum/index.php/topic,6735.0.html
Survivorz: the author (ohartenstein23) is still active, ask him for update here: https://openxcom.org/forum/index.php/topic,5909.0.html
(or download latest build here, should work: https://github.com/ohartenstein23/Survivorz/archive/master.zip)
UFO Alien Takeover: updated here: https://openxcom.org/forum/index.php/topic,4163.msg114964.html#msg114964
Unit Operations: updated here: https://openxcom.org/forum/index.php/topic,5666.msg114975.html#msg114975
War of Shadows: updated here: https://openxcom.org/forum/index.php/topic,3097.msg114976.html#msg114976
Xcom Armoury Expanded: this mod doesn't need any update, it runs fine, but it isn't standalone... you need multiple other mods (e.g. gazer mod, waspite mod, etc.) to run it; https://openxcom.org/forum/index.php/topic,2675.0.html
XenoOperations: updated here: https://openxcom.org/forum/index.php/topic,2913.msg114978.html#msg114978
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Thank you so much, you have helped a lot and I think many people are happy
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Great work Meridian :)
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Here's two offhand that I think need to be updated.