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Messages - Xtendo-com

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1
You could try this, I've never used all the mods but it's nice to have a choice, some are very old, there's about 200 in total-see attached link

https://www.dropbox.com/s/t3nah1rkhob2epj/OPXC%20ZIPPED%20MODS%20-%20UFO.rar?dl=0
I tried to assemble mods according to save, but even with that pack is not possible to repeat your mod set. May be you can just archive your ready to run and already configured openxcom directory? Don't forget to exclude  copyrighted stuff.

2
More Forks / Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: May 24, 2016, 05:53:07 pm »
hellrazor
Thanks, will try to find out what actually causes a crash.

3
SIMON
Can you archive your mods and share? You installed a lot of mods, so searching and installing by hands one by one requires a lot of time.
I know that you tried to find out what a mod that causes a bug, but I not sure that is a good idea since you loaded a save that already affected by other mods.

4
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 23, 2016, 05:47:06 pm »
So unless someone makes a .exe for the Android version, its a no-go?
I tried to make android version in last weekend using already existing source code of android version, but it was not trivial just to compile a project. Will try again in next weekends.

6
I think this would give a lot of new possibilities to extend the interface and integrate new features.
That experiment have a one little problem that become to really a headache. Different monitors with different screen resolutions and PPI. Solution requires a correct design from the start of experiment that will works with most resolutions without readaptation.

7
More Forks / Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: May 16, 2016, 05:53:38 pm »
Is this meant for just a vanilla game of open xcom or can it be used for some of the major mods out, for example FMP etc.
It's depends from authors of mods. If they used a ruleset features from extended version or own customized source codes - no because my fork based on usual openxcom nightly not on extended or extended+.

which probably aren't present in this version.
Not present.

Currently I'm planning to see what I can do with android version because there are no android version of latest OXC, OXCE and OXCE+ and we have an abandoned repository.

8
Offtopic / Re: Command and Conquer Infantry Death Sounds
« on: May 15, 2016, 07:46:16 am »
ruleset for additional death sounds from C&C

9
More Forks / Re: [EXE][WIP] OpenXcom Highly Advanced (OXCHA)
« on: May 14, 2016, 05:15:03 pm »
Updated binary.


10
given that civilians never DRAW reaction fire, it seemed a little unbalanced to allow them to perform it.
I don't see any unbalanced change with enabled reaction fire. You can set reaction fire to very low value, allowing civilians rarely but perform a reaction fire. Also notice that civilians don't have a morale loss calculation and they very bravery (80) by default.

11
Playthroughs / Re: Oh Shit Moments - Why i love XCom :>
« on: May 13, 2016, 06:41:25 pm »
Tried to assault UFO by blind brute force... Only one survived.

12
Suggestions / Re: Smarter Civilian AI?
« on: May 03, 2016, 02:53:15 pm »
I'll have to see how well the civilian control works too, of course! So many branches to fetch and integrate..! Already your scanner, now the improved vision (which thankfully was integrated be Meridian), and now this :)
Yes, there are a lot of treasures to explore. Abandoned already implemented features with source codes. Interesting mods. A reason to train some programming skills.

Already your scanner,
I'm planning to change that feature later because I don't like an idea that makes a display view useless.

13
XPiratez / Re: Bugs & Crash Reports
« on: May 03, 2016, 02:31:21 pm »
Soldier can berserk shoot while both hands full with a weapon that normally requires you to have an off hand free in order for it to be used.
It's should be a feature since in berserk state you don't care about pain and you has a lot of negative brutal energy to spend. I has an idea that in berserk mode your unit should run blindly into enemy instead of random shoot in case of no line of sight. Shooting to your own soldiers is ridiculous for me.

14
Good job, but post in bugtracker instead (at that time I posted bug for you). Developers may not have a lot of time to search deeply forum for bugs. For example, there was a bug with strafe movement that already posted and fixed in forum, but not fixed in vanilla openxcom for a long time until I post bug in bugtracker

On a separate note, is gun melee meant to be effective? Even with bigger weapons it takes a lot of swings to actually knock an alien out.
No, otherwise will make stun rod fully useless item.

15
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: May 03, 2016, 12:59:11 pm »
002: This door is not a door. Impossible to open it
It's may be also a feature like door with broken lock, so you should broke a door. But pathfinding will reveal that fake door.

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