Show Posts

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.


Messages - Meridian

Pages: [1] 2 3 ... 325
1
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« on: May 24, 2019, 11:53:10 pm »
Also, craft equipment names are different for different crafts, so types of equipment marked in USOPedia.
In Moray case - 2 torpedoes and 1 cannon.

You can define weapon type per craft if you wanted... but USOpedia is also good enough if not.

Code: [Select]
  - type: STR_MORAY
    weapons: 3
    weaponTypes: [1,2,2]
    weaponStrings: [STR_WEAPON_TYPE_CANNON, STR_WEAPON_TYPE_TORPEDO, STR_WEAPON_TYPE_TORPEDO]

Code: [Select]
  STR_WEAPON_TYPE_TORPEDO: "TORPEDO>{ALT}{0}"
  STR_WEAPON_TYPE_CANNON: "CANNON>{ALT}{0}"

Btw, should i release new version with soldier transformations right now or wait for something more to fix?

There are 2 more episodes coming (including a 3+ hour colony attack). After that I will not be playing for 3-4 weeks, because of holidays.

When upgrading to OXCE 5.5 don't forget to fix the starting conditions, the structure has changed.

Hammerhead loses it's destination target when dogfight phase over (last time I send it to alien colony and it destroyed Hunter Killer). I think it same for other transport ship what can carry weapons. Is it normal?

Yes, this is normal.

2
OpenXcom Extended / Re: OXCE v5.5 for Android
« on: May 24, 2019, 03:17:48 am »
I like it.

3
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« on: May 24, 2019, 03:14:00 am »
It's producedItems: {} not producedItems: []

4
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 22, 2019, 05:27:20 am »
The listbox component supports scrollbar, the textbox component doesn't.

5
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 20, 2019, 12:48:22 pm »
From the date I concluded there were no relevant changes in 244 days.

Well, if you haven't seen any update on this forum in the last 244 days, there's nothing I can do.

6
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 20, 2019, 08:49:20 am »
Could you update the archive at https://openxcom.mod.io/openxcom-extended then?

The archive is always up to date, it points to a forum post.

7
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 19, 2019, 11:52:34 pm »
Looks like an engine bug — can't transfer prisoners when general stores are full.

Broken on 21.02.2019
Fixed on 12.03.2019

8
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 19, 2019, 07:58:44 pm »
New OXCE v5.5 is up.

2019-05-19
 - Deselect all hotkey (default X) in Psi/Martial Training GUIs
 - Remember mission target and craft/base even after the briefing
 - Added "Highlight new topics" user option
 - Bravery now can't decrease morale change below zero percent
 - Required base services in "We can now..." GUIs
 - Starting conditions: allowed/forbidden soldier types
 - Starting conditions: forbidden items and item categories
 - Starting conditions: forbidden vehicles support
 - Starting conditions: forbidden armors support
 - Starting conditions: forbidden craft support
 - BREAKING CHANGE: split Starting conditions (into Starting Conditions and Enviro Effects): https://openxcom.org/forum/index.php/topic,4444.msg113226.html#msg113226
 - Fixed dogfight for HKs with extremely short range
 - Manufacture dependency tree now shows also base facilities
 - Added optional research requirement for armor equip, see 'requires' armor attribute in NRR
 - New attribute for mind shield power, see 'mindPower' facility attribute in NRR
 - User option to remember disabled craft weapons after dogfight (+no rearm)
 - Draw dogfight icons also for craft equipment
 - Improved pedia articles for tractor beams
 - Extra NV button for Android
 - Removed the facility teleport cheat
 - Updated kill/sell button logic in alien containment
 - Added arc script: https://openxcom.org/forum/index.php/topic,7125.0.html
 - Updated OXC and OXCE language files
 - various bugfixes

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

NRR: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)

9
BREAKING CHANGES in OXCE 5.5

Starting conditions were split into:
- starting conditions: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Battle_Starting_Conditions
- and enviro effects: https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Battle_Enviro_Effects

Starting conditions are defined on alien deployments only.

Enviro effects are defined on terrains and alien deployments... if both are defined, deployment's enviro effects are used. (Until now it was the other way around)

Added "forbidden" rules as alternative to "allowed" rules, e.g. you can now allow all craft except specific ones.

Added soldier type starting conditions.

All changes described in nightly ruleset reference...

10
Help / Re: Large (2x2) X-Com facility.. Segmentation Error..
« on: May 19, 2019, 12:01:04 am »
First 4 are for finished facility, second 4 are for facility being built.

11
Help / Re: Large (2x2) X-Com facility.. Segmentation Error..
« on: May 18, 2019, 11:47:17 pm »
You need 8 sprites, not 4.

2x2 facilities don't use spriteFacility.

12
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« on: May 18, 2019, 12:10:35 am »
Armor transformation is useless without weapons restriction.
In this case we have surface mission, turning to underwater.
And if change of armor is possible, surface weapons now staying in underwater stage. So i decided to make second stage surface too.

Well, I really can't help with that.
The weapons banned on the first stage are just not available anymore for the second stage, they are teleported back to base.

Maybe the mission INFO description could say that the mission is both on surface and underwater and the player should take dual equipment only?

13
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« on: May 17, 2019, 07:32:04 pm »
Land version of mag-ion armor goes without backpack.
And what goes to second stage - sadly, Yankes refuses to make different starting conditions for different stages. So if you begin on land, you stay on land...

Starting conditions are my doing, Yankes is innocent.

The armor transformation feature (currently under Starting conditions) does work between stages... so you can transform armors between stages if you want to already today.
But maybe wait until OXCE 5.5 (to not do the work twice), because I have just split the Starting conditions into "Starting conditions" and "Enviro effects", and armor transformations will be under Enviro effects starting with OXCE 5.5.

14
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 17, 2019, 04:21:53 pm »
Let's back to dogfight speed. I don't know is this a bug or not, but if you encounter USO under land and pursuit it with fast speed (1 minute or more) as soon as it going to water and dogfight phase begins, speed of your interceptor not drops down to 5 seconds when USO successfully drowned. Can not provide any save files, you have to check it manually.

Changed.

I already gave two solutions. Just limit bravery in the damage multiplier to 100 or 110. It's 100% vanilla compatible as vanilla does not allow bravery over 100 anyway.
It's a simple overflow bug where modding has enabled a variable to have higher values than vanilla intended. Same as if you mod in a weapon dealing 1000 damage and it suddenly heals and not kills.

Feature removed.

Playing Reaver's megamod on 5.4.1, one of my bases (Turquino) has a live alien listed in the storage even though I don't have an alien containment facility for that base. Can't tell when that alien got there.

I don't see how I can help here.
Maybe report to Reaver?

15
Open Feedback / Re: Music from various sources
« on: May 17, 2019, 03:45:30 pm »
You can have unlimited number of geoscape and battlecape tracks.

They however do not shuffle automatically during a single mission.
So in the first mission you would hear one track, in second mission another track, etc.

PS: in OXCE, there is a jukebox, where you can change current track manually... but still no auto-shuffle

Pages: [1] 2 3 ... 325