1
Open Feedback / Re: Which mod shows the weight on the loadout screen?
« on: March 10, 2025, 07:10:40 am »
It does not depend on mods, but is included in the OpenXCOM settings. The item "Inventory Stats".
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.
Then it doesn't seem to even recognize various mods from the old archive such as the Anthropod alien, Gazer alien, matching laser/plasma/default colors, Rylenki's Guns' Gadets, Shotgun, Grenade Launcher, and whatever else. They don't show up in the mod list. Some might be mods that were on the main portal but then removed in the recent past, I'm not sure.Many older mods did not yet have a metadata.yml file, which indicated their name and some other data. For older versions of OpenXcom this was optional. But now, without this file, the game simply won’t notice the mod, and if metadata.yml is missing, then you just need to create it yourself. Although, of course, this does not mean that the old mod will be functional, but OXCE will at least see it and check for errors.
In the latest version, I feel that the game becomes a bit too easy if all the shipping information is revealed on radar detection. Is there a way to like... hide info until the said info is researched? That is, in the Shipping Detected window, I think it would make sense if the Vessel Class would only be revealed if the said vessel documentation is researched. Same with the flag; only reveal the faction if the appropriate faction has been researched. It makes no sense that you'd know which one it is if you've never heard about them before. And the same goes for the Mission. I don't know if doing such things is moddable tho.I would like to add a feature like this as a mod to a vanilla game and was wondering if it could be implemented - https://openxcom.org/forum/index.php?topic=12063.0
It seems my posts with regards to my successful 7.14 oxce xp 32-bit build are gone. Are they not acceptable?Perhaps you mean those posts that were highlighted in a separate topic - https://openxcom.org/forum/index.php?topic=12188.0 ? There they will be more accessible and will not get lost among messages on another topic.
Im not sure where its located, I searched the options.cfg but it doesnt appearIn the file of the language you are using, located in the folder /standard/xcom1/Language/
This is already from the series "PSI-minigun".I don’t know what exactly is meant by “PSI-minigun”, probably another wild idea, but I’ll explain why I expressed my idea exactly the way it is.
But it would be relatively easy to implement.Just a crazy idea, is it possible to implement a weapon with negative damage that ignores armor? Some opponents could then be turned into medics if they knew how to target wounded comrades below a certain health limit as targets for such weapons. This weapon can be thought of as a kind of high-tech remote healing device, firing disposable injectors containing healing substances.
Self-heal that is.
Healing another unit would be more complicated.
The android version won't install (on Android 14) when a previous version is installed. Android asks if I want to update, I say yes, and then it says "App not installed as package conflicts with an existing package."The latest version of OXCE on Android is signed with a different certificate, which is why it is not possible to simply install it on top of the previous one. Perhaps it has something to do with this
Stoddard's build farm died (probably permanently), so we're building (almost) everything manually.In addition, older versions used an outdated v1 signature, which is considered not reliable enough. This is not a particularly big problem, but in the latest Androids, over time, it may become difficult to install only v1-signed applications; for example, Play Protection will not allow them to be installed. The new signature is already v1+v2+v3, which will avoid such problems.
Yep, you gotta be careful in base defence missions.On YouTube, one of the comments recently described a strange outcome of a base defense mission, when after using heavy weapons... the Access Lift module disappeared. At the same time, 3 hangars lost contact with all other modules of the base. But there was no more information and it is unclear how this could happen, because the Access Lift should be indestructible. True, the base was changed by a mod, maybe that’s the problem.
# Fix the RADAR SYSTEMS
- type: STR_SMALL_RADAR_SYSTEM
listOrder: 6500
buildCost: 350000 #buildCost: 500000
buildTime: 8 #buildTime: 12
monthlyCost: 10000
radarRange: 1500 #radarRange: 1500 (1500 is minimum allowed in the game)
radarChance: 20 #radarChance: 10
- type: STR_LARGE_RADAR_SYSTEM
listOrder: 6600
buildCost: 600000 #buildCost: 800000
buildTime: 15 #buildTime: 25
monthlyCost: 30000 #monthlyCost: 15000
radarRange: 2250 #radarRange: 2250, perhaps should be increased a little, but less that the aircraft flying distance
radarChance: 5 #radarChance: 20
- type: STR_HYPER_WAVE_DECODER
listOrder: 6650
requires:
- STR_HYPER_WAVE_DECODER
buildCost: 1800000 #buildCost: 1400000
buildTime: 20 #buildTime: 26
monthlyCost: 90000 #monthlyCost: 30000
radarRange: 1900 #radarRange: 2400
radarChance: 85 #radarChance: 100, perhaps should be 75
On each line, the options to the left of the "#" sign are what the mod sets. And on the right are the parameters from the original game. As you can see, the detection chance for a small radar is increased by 2 times, and for a large one it is reduced by 4 times. That is, if after building a large one you remove the small one, then the base will detect much fewer enemies. It is better to leave the small radar.