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Messages - Ascadix

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 08, 2018, 12:10:40 am »
v2.1 -> sprite pb


It seems that sprites for "Gauss weapons" and "Railgun" are inverted in v2.1

For the OpenXCom engine.

To me it make some sens that when you "kill" an alien to make some space in the containment, you got a corps, the alien does not simply vanish.

Ok, thank you.

Do you think it could be a good candidate for a new entry in the wishlist ?

In vanilia, not such use, but with some mod like FMP where corps are of certain value for extraction/manufacturing ?


Currently playing nightly OpenXCom + FinalModPack

When "researching" an alien, at the end the alien is turned into 1 corps in storage.

But ... when i "remove" an alien from alien containment" it simply disapear, without giving me 1 corps in storage.

Is there any global option or mod parameter to control this ?

I would like to been able to "kill" alien in containment and get 1 corps for each.

Thanks for ideas and informations.

Open Feedback / "Kill" instead of "remove" alien from containment
« on: October 31, 2016, 11:54:59 pm »

Is it possible to get corps from alien in containment by "killing" them instead of "removing" ?


Troubleshooting / No corps from alien "removed" from containment
« on: October 28, 2016, 11:47:12 pm »

When i "remove" an alien from the containment, i got no corps in stock inventory.

Too bad with mod like FMP where some corps (liek floaters, sectopods, cyberdisk) are of great value to be disasembled.

Is it a mod optiojn (currently playing FMP) or a global option (XCom, n ightly build) or not possible ?


XPiratez / Re: Modular HWP suggestion
« on: October 19, 2016, 11:41:35 pm »
For example, Tank/Autocannon could be assembled from tank/track chassis and tank AC turret for 5 WH. Same for disassembling.
This will give more tactical and economical flexibility and also looks realistic.

There is already this assembling/deassembling in some mod.
Seems to me that one of the first was this:

" XCom Armory Expanded"

See description of options and look for "changeValueByMouseWheel" in the table.

Yesss  :D

Thank you.

I don't remember having changed this value a long time ago, but since it is "0" by default and i have re-installed  OpenXcom in new folder to support new mod folder tree, i've probably lost mouse wheel at that time.


a little pb i have since some time  (before the summer holidays).

Actually, build 2016-09-25 on Win 7 U amd64, fresh install of the OS.

In OpenXcom, mouse wheel work for scroling in long list, but there is no effect when scroling while cursor is on an increase/ decrease button.

What can i do for this ?
I have the pb with the basic Windows mouse driver as well as the OEM driver.

Another question ... is there any key-combination to jump quantity by huge amount ( like : ctrl-clic -> +/- 100 items ) ?

Hardmode Expansion / Re: [UFO]Darkened UFO Vanilla Variants - 1.0
« on: February 15, 2016, 12:20:42 am »
I like all those mod that add varit ywithout changing too much the game spirit.

Too bad i have soooo litle time to play OpenXCom actualy.


If it's stuned/dead, it is laying on the floor like the carpet in the middle of your room.  ;D

So the cursor no longer blink on that position.

Troubleshooting / Re: [REQ] openxcom nightly build around oct 3rd.
« on: December 04, 2014, 09:52:47 pm »
I just uploade the

It's the version i switch back to when a recent nightly crash with a mod i use.

Troubleshooting / Re: [REQ] openxcom nightly build around oct 3rd.
« on: December 02, 2014, 09:28:54 pm »

I put the 2 most relevant ZIP i have on my DropBox:

Suggestions / Re: producedItems list in Manufacture
« on: November 10, 2014, 06:00:17 pm »
Oh yess


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