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Released Mods / Re: The Endless war, A total conversion for Openxcom.
« on: October 18, 2017, 11:33:04 am »
Here's a screenshot of the error I had. I assume it's the same as everyone else's. Maybe this'll help.
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For Yankes (he already changed this part of code, I shouldn't be messing with it)
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- Global damageAlter per type
- Custom damage types
- More than 1 damage type per bullet
Interesting (I'll put it on my todo list)
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- Terrain destruction by melee
- Environmental effects
- Starting conditions by terrain ... except for allowedCraft, since terrain is unknown at take-off time
- Exclude a soldier type from the promotion system/military ranks
- Exclude a soldier type from driving
- Soldiers as pilots
- Sick Bay facility
Hmm? (on todo list with low prio)
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- Terrain trampling by AI units... would need to look at AI... which I don't want
- Random Treasure Lists
- X-Com craft crash sites
- Unhardcode approach/disengage speed per ship
- Definable types of Alien Containment
Meh! (not my taste...)
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- Custom factions in battles
- Alternate vision modes
- Everyone can do everything
Huh? (I have no knowledge of this part of the code, can't say if possible or not)
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- Vertical maps
Yeah, looks nice. The graphics are good too, although I think the coloured strips could use some finishing touch (more gradient).
About the more powerful rocket, is it Elerium-based? Otherwise it's definitely too powerful, I think.
Yeah, haven't done them yet. EXALT is a late addition...
You're right! Fixed.
Just made the Ufopadia page. See the attachment.