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Messages - Zar Nivop

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1
Help / Making alien detection manifest even as a silouette
« on: March 23, 2024, 08:46:40 pm »
I refer to the times my unit identify an enemy unit, but it's in the black FOW zone. From my pov, this is a bug. If My unit sees alien, so should I.

Is there any manipulation to the graphics that can fix that?

2
The X-Com Files / Re: Nude agents
« on: March 23, 2024, 08:07:37 pm »
It's an engine change/bugfix that was requested by you (in December).

STR_NONE_UC is not a valid armor in XcomFiles (protected by STR_TROLLIUM), so you can't (incorrectly) select it anymore. (Not even using the global default value of the right-click.)

I am new to modding. How do you do that?

3
Help / Re: Is it possible to change rifles damage?
« on: March 18, 2024, 02:56:04 am »
Nope, it is Martha forever, evidence of your fine help here.

https://img-comment-fun.9cache.com/media/a77QA92/aYDAAWgM_700wv_0.mp4

4
Help / Re: Is it possible to change rifles damage?
« on: March 17, 2024, 04:25:19 pm »
EDIT: try out this mod I attached and let us know what happens
MARTHA

5
Help / Re: Is it possible to change rifles damage?
« on: March 17, 2024, 04:21:16 pm »
EDIT: try out this mod I attached and let us know what happens (I recommend putting all your small changes into a small modular mod like this so you have them in one place and can adjust or undo them easily; it requires no more learning than editing the rulesets directly)

The mod works. My edits to items.rul, however, did not. Will report after some tests

6
Help / Re: Is it possible to change rifles damage?
« on: March 17, 2024, 04:19:36 pm »

7
Help / Re: Is it possible to change rifles damage?
« on: March 17, 2024, 03:34:13 pm »
Did you edit while the game was running? - No
Are you using any mods? Somne that come with openxcom.exe
Did you actually save the .rul document? Yes
Did you run the OXC(E) exe from the folder you edited, not a different one?
Not the same folder. The .RUL files are in ...\openxcom\standard\xcom1 while openxcom.exe is in ..\openxcom
Did you use a good editor like Notepad++ that won't do weird stuff to the document? Notepad++ only

EDIT: try out this mod I attached and let us know what happens (I recommend putting all your small changes into a small modular mod like this so you have them in one place and can adjust or undo them easily; it requires no more learning than editing the rulesets directly)

8
Help / Re: Is it possible to change rifles damage?
« on: March 17, 2024, 09:39:54 am »
Thanks!  ;D

My joy was premature. The changes in the .RUL file do not reflect in the game - I went as far as giving the humble laser rifle 200 damage, but it seems it stays on 60. Any tips?

9
Help / Re: Is it possible to change rifles damage?
« on: March 16, 2024, 05:59:18 am »
You'll find that inside the items.rul file, in the case of the starting xcom rifle you just need to look for STR_RIFLE, but if you're looking to change the damage you'll have to check its ammo under STR_RIFLE_CLIP.

Thanks!  ;D

10
Help / Is it possible to change rifles damage?
« on: March 14, 2024, 11:04:03 pm »
I poked around in the .RUL files and didn't find any mention of rifles.

11
Help / Re: Keeping Geoscape music going when intercepting
« on: March 07, 2024, 03:29:41 pm »
A. thanks. B. Ouch.

12
Help / Keeping Geoscape music going when intercepting
« on: March 06, 2024, 06:03:33 pm »
Any idea how can I cancel the breaking of the Geoscape background track playing, and keep playing it without the interception track?

13
Suggestions / Re: Silensing the game when it's not in focus
« on: March 06, 2024, 06:00:22 pm »
Don't know if this is new or not, but it has that option in the latest versions of oxc and oxce.
under the audio tab is: background mute.

^
|| That.

14
Suggestions / Silensing the game when it's not in focus
« on: July 10, 2019, 12:38:14 pm »
Most games sound is on mute when you Alt-Tab to another application, but OXC does not. It's a good idea to follow the standard practice.

15
Help / Speed up rearming time? [RESOLVED]
« on: July 10, 2019, 12:34:49 pm »
I think I've seen this one, but can't find it now. Is it possible to shorten the ridiculously long interval it takes a craft to finish rearming?

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