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Messages - Gliks

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1
Suggestions / Re: Faster Queueing
« on: March 22, 2020, 03:19:53 am »
thank you, that's exactly what i need

2
Suggestions / Faster Queueing
« on: March 20, 2020, 02:22:54 pm »
dunno how to describe it. can we get a "hold shift and click to assign 10 at a time" situation for the interface?

3
OXCE Suggestions DONE / Re: [Documentation] Mana
« on: March 14, 2020, 08:52:08 am »
well that's certainly a lot more complicated than what i had in mind, but it WOULD work...

i'll look into it :D

4
OXCE Suggestions DONE / Re: [Documentation] Mana
« on: March 13, 2020, 05:03:10 am »
well the thing i want to do with health is

not remove soldiers from activity to put them on the wounded list

i want them to be able to jump right into the next battle with the damage they already have

with mana i can disable geoscape regen and just use mana as a healthbar retaining all "damage"

the only thing i can't do is kill someone who runs out of mana. which might be an easy flag to add, i have no idea

5
OXCE Suggestions DONE / Re: [Documentation] Mana
« on: March 13, 2020, 03:06:53 am »
can we enable mana depletion = death?

mana as a resource seems more robust than health (more customizable). would like to just replace health entirely and work off of mana

6
a correct entry looks like this:

    compatibleAmmo:
      - STR_PLASMA_PISTOL_CLIP

sorry, was pulling from memory

and if you want to remove it, you can do this:

    compatibleAmmo: []

that's what i needed, much thankly sir

7
how do i get rid of an entry. like say

compatibleAmmo:     STR_PLASMA_PISTOL_CLIP

if i remove the line from the ruleset, it just uses the default which is the exact same line. i've tried leaving it blank. putting in "none". both don't seem to help

currently i have clipSize: -1 for STR_PLASMA_PISTOL_CLIP as a workaround but i'd like to just get rid of the clip altogether to keep infinite ammo guns consistent

8
oh, it's because i'm a moron and double clicked the openxcom shortcut to start the game instead of the OXCE icon...

 :-\

9
Quote
It creates the directory when it starts, not when unpacked.

which means it's crashing for an entirely different reason. this i can deal with. going to try it again with all the other mods disabled

thank you

10
aye

thanks for the heads up and tips

any advice you might have about installing OXCE? i got what appeared to be the right doohicky "https://openxcom.org/oxce/release/Extended-6.3.4-05e65c482-2020-01-11-win64.7z" and unpacked it, but it didn't make a directory in "my documents" like openxcom did, so i have no idea where to install "area 51" to since it's telling me it needs to be installed to the mods directory in "my documents" to work

of course installing it to the mods directory in openxcom didn't fly. well.. i mean it flew until i had to go on a mission then it blew up and fell to the ground on fire :(

11
Because that's the old reference. Here's the reference you want to be looking at.

i mean, that's great but it doesn't help me get started

how can i mod a laser pistol if i don't have the original laser pistol values to work from? just WING IT and then go in game and test to see if the values aren't wildly out of balance?

thank you for at least giving me a hint on how to proceed. it's more than the wiki did which is just confuse and misdirect

12
Help / Why is literally nothing correct on the getting started wiki?
« on: March 07, 2020, 07:05:50 pm »
www.ufopaedia.org/index.php/Rulesets_(OpenXcom)

data/ruleset doesn't exist

Xcom1Ruleset.rul doesn't exist

that isn't how options.cfg is setup when you open it



how are noobs supposed to get started doing this when none of the information provided is valid

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