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 - Ethereal

Pages: [1] 2 3 ... 24
1
Well, that’s another matter!

2
By the way, can a reaction indicator be made customizable? I mean, is it possible to replace the yellow square, say, purple triangle?

3
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: June 11, 2020, 05:13:07 pm »
Update.

- Added mana, in the form of a new parameter "Concentration". The parameter is static, does not grow with experience and does not regenerate automatically. Concentration is consumed by all actions in battle, except for the use of hand-to-hand weapons. Some weapons deal damage to concentration. Some types of armor regenerate Concentration, but basically it is restored only at the base. There are chemicals too.
- Psi radar, in a mental shield and a large psi laboratory, can pinpoint alien bases at a short distance.
- Some minor improvements, bug fixes and a little rebalance.

4
OpenXcom Extended / Re: [Suggestion] Changing Craft Skin
« on: May 28, 2020, 08:20:59 pm »
well tbh honest is just astethic, but it´s kind of kool to customize your craft adding camuflage and crazy shit, since somethimes i want to give several skins to craft´s but only can use one

A good idea. You can create a universal ship that can not only land for a mission, but also drop paratroopers. Yes, and generally promising.

5
Work In Progress / Re: Soldier transformation capabilities
« on: April 16, 2020, 07:55:35 am »
What I want is the ability to have multiple soldier transformations of the SAME NAME, taking up ONE SPOT in the list of soldier transformations that perform different functions based on the soldier type input.

No, this is not possible.

And if through "soldierBonus"? Make the "soldierBonusType" multiple in "SoldierTransformation" so that only one available bonus is selected for the transformation, and in the "SoldierBonus" enter the option "requiredSoldierType". Is it possible?

6
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 29, 2020, 06:08:36 pm »
I don't understand the question.

And already it is not necessary. Everything works. Thanks for the updates. :)

7
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 29, 2020, 04:44:48 pm »
New OXCE v6.4.2 is up.

How do I see these changes do not affect the version of Win32?

8
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 15, 2020, 07:09:33 am »
Thanks for the updates. Good work.

Regarding Auto-update. Microsoft recently announced the end of support for Win-7 and released the final patch, which caused users a lot of problems. I was saved from them by the fact that I have the habit of disabling Auto-update where possible and updating everything manually. Hopefully, Auto-update will not be in the future, the only way to upgrade?

9
Win 7 in 32bit? And so it is possible? I have a second computer with Win-7 64bit, but I mainly use it for video and Skype. Modding in Win-7 is hellish torment for me.

10
Yes, I'm too using Win32-XP SP3.

11
OpenXcom Extended / Re: [question] Is multifoor basescape possible?
« on: February 03, 2020, 06:48:16 am »
Meridian, in general, everything is correct, but no one asks to do unlimited by default. Let it be, but with the option in which each modder will decide how many bases will be in his mod - exactly, more or less than eight.

And it would have opened up a lot of opportunities - opening slots for bases as a result of research, the number of bases depending on the level of difficulty, modifications for playing with one base, opening slots for bases depending on the time of the game. And at the same time, for lovers of the classics, there are 8 by default.

12
OpenXcom Extended / Re: [question] Is multifoor basescape possible?
« on: February 02, 2020, 11:43:27 pm »
Unlimited quantity of bases will be easier.

Not only easier, but also highly desirable.

13
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: January 18, 2020, 06:53:39 am »
Newest Version is up now guys, it now come with TFTD Terrains converted so you just need to copy your TFTD/Maps and TFTD/ROUTES folder into this mod and they will work in game :)

You do not spelled out terrains ENTRY. Probably because it is incompatible with transports from UFO. Here is the solution to this problem. It’s just that now the transport ship does not appear on the map, and the landing party spawns at four points, without the possibility of escape.

14
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: January 17, 2020, 04:50:50 pm »
Very pity.
I did not want to implement mana ... but apparently have to.

15
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: January 17, 2020, 04:08:59 pm »
So people know it exists.
You don't expect players to have to browse through some large forum they aren't otherwise interested in, right? I mean it's possible, I've done this (for example for Dwarf Fortress mods), but it's kinda hellish.

I'll think about it. But not before the release of the option for "Fatigue" in OXCE.

Yes, I forgot. Here's a save to demonstrate the mod's capabilities.

Pages: [1] 2 3 ... 24