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Messages - Alex_D

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1
Done.

Code: [Select]
interfaces:
  - type: articleArmor
    backgroundImage: BACK08.SCR


Thank you!

2
XPiratez / Re: Bugs & Crash Reports
« on: July 04, 2024, 08:43:28 pm »
I encountered a map generation bug on N8, so apologies if it has already been fixed.  During a Demon Bait mission in the tentacle caves I was unable to defeat all enemies.  I eventually used debug and found a section in the bottom right that was cut off from the rest of the map. 
Oh, that map. Complicated to defeat all enemies.
I think a spawned pickaxe will solve those issues.

3
OXCE Support / Re: Healing Spray mechanics?
« on: June 11, 2024, 08:03:39 pm »
Not sure which mod the Healing Spray belongs to.
Usually, healing items (such as this one) are assigned a flag by the Modder, which determines to whom the healing item works on.

See "medikitTargetSelf" and "medikitTargetMatrix" in the Ruleset Nightly for more info.

Thus, it's possible the Spray only works one oneself, and therefore the unconscious unit on the ground won't be affected.

4
I'd like to propose a new option for right click on facilities: Transformations Overview

Currently rightClickActionType allows for a direct shortcut for personnel, research, production, training, prison, etc.

However, I found myself constantly digging into the personnel menu, looking for what transformations are available at a base. And I thought a "shortcut" could become handy.

The idea could be implemented by modders for future facilities.

5
You are almost there. It has been a while since I played that level, so I don't recall very specifics.

Only one of the doors leads to the actual Brain. All doors have nasty characters lurking inside, so prepare for a fight.

Good luck!

6
And I believe, some dossiers may lead into "side quests" missions, with some special items or tech rewards.

7
OXCE Support / Re: Starting base available space question
« on: May 09, 2024, 10:33:54 pm »
Equipped armour? Stored?
 :o
Well, in Piratez, once you remove large armor, such as tanks or armored cars, suddenly I get the base store overflow screen.
So in effect these soldiers sleep in their tanks, or bring their cars to bed  :)

8
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 07, 2024, 11:03:03 pm »
The filter is odd, but it may to do with the handob of what the exalt guy is carrying.

9
Yes, those missions (ski resort) are complicated. I believe I used a smoke grenade (or similar), and play exclusively during the night.
I believe there are some spots for hiding inside the winter cabin. I usually wait for the enemy to get closer, then knife him or shot him with a crossbow, and grab his weapon. I only send soldiers with large HP, else they might not survive the encounter.

10
In my case, I do it manually. I open the save and copy/paste into another file (formatted in yaml).

I found myself using it for Crafts rather than Units, because, as far as I know, Craft load-out templates only have 10 slots, and Units have 50.

11
Currently, a delay for bought items can be specified in "transferTime". Another delay is specified for soldiers and such.
However manufacturing items once made they appear immediately on the base stores.

I'd like to propose the feature to introduce some sort of delay for manufacturing similar to "transferTime". This may apply to any or all items specified under the manufacture order.
The purpose is to simulate claim tickets delivery that is not immediate but take some time to arrive to the base.

I don't know if this would break other things, so please ignore if it's the case.

12
OXCE Support / Re: [Suggestion] add Global equip templates
« on: May 03, 2024, 09:42:36 pm »
If you mean to save across saves the info under "globalEquipmentLayout" and so, well I'm not sure if it's actually convenient or more of a hassle.

Depends of the Mod, items can vary a lot between campaigns. Same with the strings that made up most of the code in that portion of the save.

I'd argue it's better to manually copy the portion of the save with the equipment templates to keep along with some screenshots. In fact, the screenshots alone may be more useful for a guide to set up a new game save template than the code itself.

Having said that, I do modify my global equipment portion of my saves, mostly because, for example, I upgrade from one type of ammo to another, and I don't want to open and save every related template (up to 50, IIRC). Notepad++ makes things easier.

A wish for me regarding templates would be to have more than 10 craft equipment templates.

13
The X-Com Files / Re: Re: Bugs, crashes, typos & bad taste
« on: April 26, 2024, 12:12:24 am »
I'd pay a lot in-game for enhancements or upgrades to the Enforcer armor, so it's more of an unique item.
Imagine nanites on their armor that slowly regenerate the health. Or some additional resistance to plasma or laser.
Indeed Spartans soldiers of maxed out agents are the final team for Cydonia, so I treasure them a bit more.

14
The X-Com Files / Re: Re: Bugs, crashes, typos & bad taste
« on: April 24, 2024, 10:24:58 pm »
If I recall correctly, in my last XCF campaign, enforcers were used as heavy support. Short summary of advantages for me:

Strength to carry heavy weapons, such as the Sniper Gauss
Unable to get wounded, only loss of HP, IIRC.
No downtime if injured.
Immunity to PSI actions

15
XPiratez / Re: [submod] Marching band (Calabria) gal outfit
« on: April 24, 2024, 09:29:38 pm »
No.
Oh, well.
It was fun making it.

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