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Messages - Kronos913

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1
Released Mods / Re: Kronos 913 mod 2.0
« on: May 11, 2025, 09:49:24 pm »
Added "dark lightning" - the ability of the Ethereal Commander to attack with an electric charge. The player's soldier can also learn this, but it is quite difficult - you need to either kill 10 Ethereal Commanders, or take psi-control of the Ethereal Commander and destroy enemies with his super-weapon.

2
Released Mods / Re: Kronos 913 mod 2.0
« on: May 11, 2025, 04:58:05 pm »
-Added plasma armor (armor against plasma weapons)
-Added improved storages, with which you can forget about overflowing the base

3
Released Mods / Re: Kronos 913 mod 2.0
« on: May 10, 2025, 09:53:38 pm »
-Alien surgery added to the list of requirements for the Advanced Workshop
-The Advanced Lab requires an interrogation room
-Added "Plasma Engine" for the F-16 and Interceptor
-Added "Plasma Interceptor"
-Added Stun Bolt for the Crossbow

4
Released Mods / Re: Kronos 913 mod 2.0
« on: May 10, 2025, 01:09:15 am »
-Fixed one bug
-Added "Pistol Master" skill with minimal bonuses

5
Released Mods / Re: Kronos 913 mod 2.0
« on: May 10, 2025, 12:22:20 am »
Just tried and it worked.  Did this with OXCE 7.15. Thank You!
I know what item it is(I don't use tanks the way that I play) so I'll do my best to avoid it until Kronos can figure it out and apply a fix.

@Kronos
I hope the log files are helpful. If there's anything else I can do or try for you let me know and I'll do my best.

EDIT: Lovin' the chainsaw! Very "Doom 95" vibe going on! I like it!
Finally figured it out. Fixed the error. Will be in the new update package.

p.s. The chainsaw is indeed taken from Doom. As are several other types of weapons.

6
Released Mods / Re: Kronos 913 mod 2.0
« on: May 10, 2025, 12:14:35 am »
Ah yes! That's likely the problem, I'm using 8.1. May have missed that 7 was required.. What exact version have you been testing with and I'll use that in a separate game folder?

EDIT:
Just grabbed 7.15 from the OXCE download page. Also saw 8.2 and will give that a try. Maybe there's a fix?

EDIT2:
Just tried both versions, same error results. See attached log files.
Strange... I don't have any problems. I even tried updating to version 8. Now everything works in 8 too.

7
Released Mods / Re: Kronos 913 mod 2.0
« on: May 06, 2025, 09:46:28 pm »
As the game starts, during the DOS4G int screen.
EDIT: This only happens when the mod is enabled. Moving the Kronos folder out of the mod directory allows the game to boot up normally. Also I use independent installs of OXCE for each mod I play so they can not interfere with each other.

I can attach the log file if that would be helpful.
I had some glitches with OXCE-8, but OXCE-7 works fine. I myself do not understand what the problem is yet. But I will now review what I have with this element, maybe I will find something there.

8
Released Mods / Re: Kronos 913 mod 2.0
« on: May 05, 2025, 07:09:29 pm »
At what point does this error occur?

9
Released Mods / Re: Kronos 913 mod 2.0
« on: May 03, 2025, 08:43:21 pm »
-Added a new weapon - a crossbow. Effective against living enemies, but useless against robots.
-Also, fixed several errors with purple lasers.

10
Released Mods / Re: Kronos 913 mod 2.0
« on: May 03, 2025, 02:15:02 am »
-Added purple laser (effective against mutons)
-Added new achievement for soldiers

11
Released Mods / Re: Kronos 913 mod 2.0
« on: May 01, 2025, 11:38:48 pm »
-Fixed several bugs
-Added new achievement "Demolitionist"

12
OXCE Support / Re: Help create a mission from the base
« on: November 15, 2024, 01:55:58 pm »
Is there any example of working code for any mission from the base?
I'll figure out how to further remake it into what I need. It's easier to experiment with working code than to try to put everything together from scratch

In another topic, I also asked for a small example, from which I then developed a full-fledged task.

13
Released Mods / Re: Kronos 913 mod 2.0
« on: November 14, 2024, 01:34:29 am »
-Added enhanced ammo for Gauss weapons. Their power is in the middle between laser and plasma weapons
-Added enhanced ammo for some types of firearms
-Corrected description of MP 38/40

14
OXCE Support / Re: Help create a mission from the base
« on: October 09, 2024, 02:50:22 pm »
I tried to do something similar. It seems like the number of missions has increased. BUT. They still start from space. And I would like to make it so that the UFO starts from the alien base and returns there.

15
OXCE Support / Re: Help create a mission from the base
« on: October 05, 2024, 01:43:35 am »
If it's not too much trouble, please help me make the full code.

As far as I understand, I need to write something in other sections, not just in alienDeployments?

And what should be in place...?

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