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Messages - Ostrich-Hungry

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1
The X-Com Files / Re: [submod]Submod list for XCF
« on: February 24, 2025, 08:23:05 am »
Same.

I haven't seen him in some months. If he disappears for good, I think it should be fine for someone to adopt his mod? It's pretty popular, and would be a shame to see it go.

Hey! Here I am! Was busy with real life stuff, but adding names from time to time. Just saw my mod got problems with new OXCE update.
Will fix it soon! I would like to finish some countries that gave me trouble finding names. Latvian last names are a pain in the ass. All the baltic countries are a little obscure with their naming rules, but I really like their culture so I would hope to make a nice list for them. Anyways, this update already includes a lot of new content!
Nice to see you people doing well. Take care!

2
The X-Com Files / Re: [submod] X-Com Files Music
« on: April 08, 2024, 05:13:07 am »
Well, this sounds like a must. I'll check it out!

Thank you Solarius! Hope you like it. Style is identical to base X-Com Files so I think you will! (Loved the tracks used in the base mod)

3
The X-Com Files / Re: [submod] X-Com Files Music
« on: April 08, 2024, 05:00:46 am »
Interesting. I checked some random tracks, and most of them were kinda too peaceful for my taste, especially the 'ambient' bunch. I much prefer Stone Lake's XCF Remusic, as far as cursory first looks go.

But don't let me discourage you, music is very much a subjective matter.

That's my idea! Keep the same vibes as X-Com Files original tracks. Love the 'ambient' feelinng as you are finding you next tactical move.

4
The X-Com Files / [submod] X-Com Files Music
« on: April 07, 2024, 09:34:17 pm »
200+ new tracks! Each one selected specifically for each faction. Any feedback is highly appreciated, and the team is also open to suggestions to further improve. I tried to follow the same style as original X-Com Files does.

https://mod.io/g/openxcom/m/x-com-files-music

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The X-Com Files / Re: [submod]Submod list for XCF
« on: April 07, 2024, 08:58:29 pm »

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OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: October 30, 2022, 02:42:56 am »
Thank you!!! Really, this is amazing!

7
It is a great idea that will help immersion! Maybe it would be more reasonable to have region-specific soldiers (instead of only Japanese, Chinese and Korean too)
It should have a variable modifier so as not to make it feel "forced". And if we go to the extreme, we could even have random fluff weight about closed countries (North Korea, Iran, Afghanistan) or even military alliances (NATO).

8
OXCE Suggestions DONE / Re: [SUGGESTION] "nationFrequency"
« on: October 28, 2022, 11:15:42 pm »
yes! It would be perfect. Thank you for your consideration!!!

9
OXCE Suggestions DONE / Re: [SUGGESTION] "nationFrequency"
« on: October 28, 2022, 07:09:47 pm »
That's perfect! Does it works?

10
Help / Make a nation appear more often than others
« on: October 14, 2022, 07:10:41 pm »
Title. It is possible? I want to make agents from countries like US, Germany, Russia, China and the United Kingdom to be more prevalent (more common to see soldiers from these nations)
And then add little islands or countries with small armies to be rare, but to be present as well!
Lets say, you would get like 3-5 US agents and 3-2 german-russian ones, and every once in a while you would get soldiers from Sweden, Switzerland, Iceland or other countries.


If you do know alternatives or workarounds, please share! I'm very interested in making this work.

11
OXCE Suggestions DONE / [DONE][SUGGESTION] "nationFrequency"
« on: September 05, 2022, 06:39:27 pm »
Hey! I'm making a mod about names, and I would love to have some control over what nationality do agents get.
Xenonauts had something like this: "<Nation MODMERGE="insert" MODMERGEATTRIBUTE="name" name="Hungarian" chance="10" flag="hungary" >"

"chance" is the probability that said agent belongs to that nation (In this case, Hungary).
It would help me to elaborate immersion, because in some games you rarely find soldiers from, say, countries like England, Russia, Germany, China or the United States. Countries that would contribute many more soldiers than the rest.
This work the same for nations that are islands or very small countries. It should be very rare to have soldiers from those countries.

12
Suggestions / Feature Request: "nationFrequency"
« on: September 04, 2022, 11:54:36 pm »
Hey! I'm making a mod about names, and I would love to have some control over what nationality do agents get.
Xenonauts had something like this: "<Nation MODMERGE="insert" MODMERGEATTRIBUTE="name" name="Hungarian" chance="10" flag="hungary" >"

"chance" is the probability that said agent belongs to that nation (In this case, Hungary).
It would help me to elaborate immersion, because in some games you rarely find soldiers from, say, countries like England, Russia, Germany, China or the United States. Countries that would contribute many more soldiers than the rest.
This work the same for nations that are islands or very small countries. It should be very rare to have soldiers from those countries.
 

13
The X-Com Files / Re: Saving and loading times take much longer
« on: June 08, 2022, 06:56:09 pm »
I solved it reinstalling it, and changing the game to same-disk savegame folder (previously, savegames were stored at (C:) and game was installed at (D:). Now they are both on (C:) and it works as usual!
Thanks!

14
The X-Com Files / Saving and loading times take much longer
« on: June 07, 2022, 09:45:03 pm »
Hey, I don't know what I can do to fix this problem, but since yesterday my savegame started to take like 10 seconds to save or load respectively. If I start a new game, it works as expected with saving/loading times immediately.
Weirdest thing is loading savegames from before this problem doesn't fix anything, since it has the same delay.
Anyone has one idea about what is happening? I remember saving and loading A LOT of times before this problem, since I was trying to see something, but It can't be the issue since older saves would work as usual... right?

15
The X-Com Files / Re: Wierd names in the new version
« on: June 04, 2022, 02:27:02 am »
It doesn't work as far as fixing the desyncs, unfortunately.

Desyncs previous to mod's activation will stay that way. Can't do anything about it!

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