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Topics - blackwolf

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1
Help / [Help Needed] Problems with the armor order in some screens.
« on: April 10, 2024, 08:52:33 pm »
Hi there,

I'm currently encountering an issue with the armor order selection in various screens. Despite ensuring that the armor order is correctly configured in files like armor.rul, extrasprites.rul, and extrastrings.rul, the armor still appears shuffled in-game. I've even tried adding the armors to items.rul with the appropriate loadorder command, but to no avail.

Has anyone else experienced a similar problem or know what might be causing this issue? It may seem like a minor detail, but it's been quite frustrating to deal with. Any assistance would be greatly appreciated. Thanks in advance!

2
(TL;DR): Is it possible to add an option to manually decide whether a UFO is intact (landing assault) or damaged (crash landing) in the mission generator?

Hi, first off, thank you for your hard work on the game. I'm wondering if it's feasible to introduce a checkbox or slider that allows players to define whether an UFO is intact (simulating a landing assault mission) or damaged (simulating a crash landing site). In my ideal scenario, this slider would function similarly to the light/illumination level meter, located in the space below the map swapping dropdown button. It could range from pristine/intact on the left to almost annihilated/obliterated on the right.

The reason I'm suggesting this is twofold: firstly, it would give players greater control over the type of mission they want to play. Secondly, it's personally beneficial to me as I'm currently trying to compile a spreadsheet detailing the average amount of materials recovered from UFO missions. However, the high degree of randomness involved, combined with the variability in UFO layouts and the need for multiple reloads to ensure only intact UFOs are encountered (even when using debug features), is causing a significant waste of time :( .

Is this feature possible to implement? .

Thanks once again for your efforts, and I'll patiently await your response.

3
Hi there! I've been pondering the feasibility of implementing multiple soldiers assigned to the maximum rank [5=commander] for different troop types. In my mod, the maximum rank represents a mid tier position in the military hierarchy, making it reasonable to have multiple "top-ranking officers" in each branch , especially as I've separated pilots, officers, and enlisted troops into different SOLDIER_TYPE categories.

Ideally, I envision having one Brigadier[5] for pilots, one Lt. Colonel[5] for officers, and one Sergeant Major[5] for enlisted troops and NCOs. It would be even better if we could specify that each soldier type requires a different set of previous rank strings to avoid scenarios like "sure, we could promote you to 'Staff Sergeant[4]' but there are currently too many 'Colonels[4]' in our roster, so, there are not any billets aviable"

Here's a crude picture of what i envisioned:

- type: STR_PILOT

  # bunch of stats

  rankStrings:
    - STR_2ND_LIEUTENANT
    - STR_1ST_LIEUTENANT
    - STR_AIR_CAPTAIN
    - STR_AIR_MAJOR
    - STR_AIR_COLONEL
    - STR_BRIGADIER
  soldiersPerCaptain[or whatever, just to represent a rank 2 unit]: 5
  soldiersPerMajor[3]: 10
  soldiersPerColonel[4]:  15
  soldiersPerBrigadier[5]: 20


I'm eager to hear your thoughts and if others find this concept useful or desirable. Do you think it's achievable within the game's limitations?"

4
Help / [SOLVED] problems with plane spawn on my maps
« on: February 05, 2024, 07:46:36 pm »
Hi everyone, I've run into some issues with my mod, and after exhausting all possible solutions on my own, I've decided to seek help here as I can't seem to find a clue about what to do.

Firstly, my problem has two aspects. I've edited the maps for the cruiser line (ported from TFTD by the CMP team) to include a 'helipad' at the stern. However, I'm not entirely sure how to determine the 'coordinates' that should be flagged to make my planes spawn there.

The second problem, I've encountered a persistent CTD issue when my planes, which are 20x20 in size, attempt to spawn on the map. I'm unsure about how to increase the size from the vanilla 10x20.

I've tried reading the rulesets, but it seems to work only on 'blocks generated' maps. When I attempt to adjust the numbers in this snippet:

```yaml
- type: CARGOSHIP
  commands:
    - type: addCraft
      rects:
        - [1, 0, 1, 2]
    - type: addBlock #Spawn Ship
      size: [3, 7]
```

My planes appear in some strange positions, including inside the walls. This makes me think that my theory about prop collision impeding ship generation was incorrect.

I've included the relevant lines of code below:

Spoiler:
#HERE IS THE PROBLEM
  - type: CRUISE_LINER # Thanks to Solarius Scorch!
    commands:
    - type: addBlock
      size: [3,2]
      rects:
        - [0,5,3,2]
    - type: addBlock
      size: [3,5]

#BEGIN CARGOSHIP
  - type: CARGOSHIP # Thanks to Hellrazor!
    commands:
    - type: addCraft #Size 10x20
      rects:
        - [1, 0, 1, 2]
    - type: addBlock #Spawn Ship
      size: [3, 7]
#END CARGOSHIP

#BEGIN LINERSHIP
  - type: LINERSHIP # Thanks to Hellrazor!
    commands: #No Craft spawning here, we have a entry area instead
    - type: addBlock
      size: [3,2]
      rects:
        - [0,5,3,2]
    - type: addBlock
      size: [3,5]
      rects:
        - [0,0,3,5]

Any help would be incredibly appreciated!

5
Released Mods / [MAP PACK][STANDALONE] Xcom Base Facilities Visual Uplift
« on: December 01, 2023, 07:57:24 am »
New update 1.3 uploaded now, confirmed 100% compatibility with FMP  (Jan-27th-2024)!
Check the bottom of this post for the file and the updated changelog


Xcom Base Facilities Visual Uplift:
Since the inception of my journey with OpenXcom and even XCOM itself in the past, I've never liked the appearance of XCOM facilities. To me, they seemed plain, dull-colored, almost like they were made with cardboard and plastic. I was determined to tackle that and create something perhaps better.
What's New?
A complete overhaul of Xcom base map blocks, utilizing terrain tiles and assets from TFTD to achieve a grittier and more militarish appearance. This standalone version is for those who want appearance improvements while retaining all the vanilla aspects of their game. If you are already using my XenoOperations LEGACY MOD you won't need this, as the work is already integrated there.

Installation and Updating
Theoretically Compatible with any version of OpenXcom (tested on nightlies and OXCE installations).
  • For safety, ensure you have the latest nightly; this version is no longer compatible with the 1.0 milestone.
  • Download the file from the site Xcom Base Uplifted the MOD.io Portal OR use the file attached at the bottom of this post.
  • Unzip and copy all files to your OpenXCom mods directory in your documents folder.
  • Activate the mod in the game's main menu.
  • Be sure to have it at the BOTTOM of your Mod List to ensure compatibility with other mods.
  • Enjoy!

Compatibility Information:
Newest patch (1.3) it's now 100% compatible with the FMP.

Caution is advised for users with other overhauls or mods that adds new base facilities for XCOM, as this might not be entirely compatible and could need some tweaks. For other modders, I've kept this as a separate mod to facilitate easier integration into your work. Replacing XBASE map blocks in your .rul Files might cause CTD or visual issues, so it's recommended to recreate your map blocks/buildings using my terrains pack. Feel free to PM me if you encounter any problems or need asistance.

Features
  • Overhauled appearance, making bases look like proper bunkers of reinforced concrete and metal.
  • Animated props and assets bring facilities to life.
  • Custom made new basebits, fitting the new artwork and layout. Thanks to Efrenspartano for his amazing work on this front.
  • Realistic and interesting layouts, including bathrooms, power grid rooms, local servers, offices, and a redesigned hangar with catwalks.
  • Certain facilities have "storage tiles" to prevent clutter.
  • Revamped the SCANG.dat file. Now, every tile shows the appropiated miniature when using the map view.
  • Generally, a more interesting and defensive layout.
Future Plans:
  • Improve all facilities' descriptions and ufopaedia lore/text.
  • Attempt to improve MCD files for better sequencing.
  • I̶m̶p̶r̶o̶v̶e̶ ̶t̶h̶e̶ ̶S̶C̶A̶N̶G̶ ̶s̶t̶a̶t̶s̶ ̶s̶o̶ ̶e̶v̶e̶r̶y̶ ̶t̶i̶l̶e̶ ̶r̶e̶c̶i̶e̶v̶e̶ ̶t̶h̶e̶ ̶a̶p̶p̶r̶o̶p̶i̶a̶t̶e̶d̶ ̶m̶i̶n̶i̶a̶t̶u̶r̶e̶ ̶w̶h̶e̶n̶ ̶u̶s̶i̶n̶g̶ ̶t̶h̶e̶ ̶m̶a̶p̶ ̶v̶i̶e̶w̶.̶
  • Explore creating an alternate "expanded version" with buildings from other mods for better compatibility.

Usage of Graphics:
It would be appreciated if you credit me, but it's not mandatory. Modders are free to use this for whatever they wish.


Credits without any specific order:
  • OpenXcom an OXCE crew for keeping the game alive.
  • Warboy, robin, Tyran_nick, Dioxine, SolariusScorch.
  • EfrenSpartano for recoloring MCD and PCK from TFTD palette.
  • Dioxine for inspiration and template from improved base facilities.
  • Hobbes for assets from the Terrain Pack.
  • KevinL for his work in the MapView2 tool.
  • Ohartenstein23 for the alphaMapEditor build.
  • Volutar for the MCD editor.
  • Robin for some of his props from "from the Apocalypse" Mod.
  • Anyone else I may have borrowed tiles, sprites, and assets from to complete my terrain pack.

CHANGELOG:
Spoiler:

Version 1.3:

-Additions:
- New and revamped SCANG.dat file, when you enter the mapview interface now there will be matching sprites with the newer artwork direction.
- In tandem with the change above, now all the "pips" representing units have been recoloured to match a more intuitive format:
  * Blue: alies units.
  * Red: Enemies units.
  * Yellow: Neutral (i.e civilians) units.
- Adjusted the intensity of some light sources, also some props produces light by themselves.
- Changed the textures and color of some props to improve the general appearance of them in relation to the artwork of the mod, special thanks to ROBIN for his work in From the apocalypse Mod, check it out, its really dope.
  * Tables now are metallic gray. (goodbye the blue plastic from the garden section in ikea) Thanks to ROBIN.
  * Cardboard targets inside the gym shoot alley got improvements. Thanks to ROBIN.
  * Gabinets/closets now look like personnel lockers, Thanks again to ROBIN an his mod.
  * Files drawers recolored to dark gray.
  * Small details added to fridges, so they dont blurry with the background so easily
  * Blue walls used in alien containment and psi labes were redone entirely
  * Blue chairs got recoloured to have khaki/coyote seats.
  * All the Floor tiles got revamped with small details of mud and erosion, thus obtaining a more RUGGED and rustic appearance, instead of the previous "glossy and polished marble-like" cement without any trace of imperfections.
- Rearanged and moved some maps to achieve a better overall look (will became obvious when the newer preview pictures are done)

Bugfixes:
- Solved some navigation issues in maps where some props impossibilited reaching certain places of the second floor.
- Solved some tiles using wrong "walk sound" effect ( expect metallic taps when walking above any such materials).
- Solved some buildings using wrong versions of props(i.e, the alien containment had the destroyed base ring instead of the light flickering version to name an example).
- Solved a missing file in the routes folders related to the Corridors, there was a XBASS_24.MAP instead of the correct .RMP version of it. if you had experimented some CTD in bases featuring such buildings, this might be the culprit.
- Myriad of small catches and fixes with some missplaced walls and props types.
  * For a more technical explanation, every part is defined as a PartType , having them defined incorrectly would present some minor Line of sights inconsistencies, "invisible walls" stoping normal navigation or some pops not showing correctly as they are tagged to be loaded at "the bottom" (closer to the floor) of the tile and such anything place "above" this took priority.

#####

Version 1.2:

Additions:

- Added new facilities to ensure compatibility with FMP:
  * Large living quarters (from "improved facilities mod" made by DIOXINE).
  * Large storage store (from "improved facilities mod" made by DIOXINE).
  * Corridor.
  * Gauss defence.

Facilities Updated:
- Slight corrections on some facilities:
  * Little change on some floor tiles on the small radar.
  * little changes on a "hide" floor tile in the laboratory to get better ilumination distribuition.
- General stores recieved a new area with fridges for food supplies ( ¯\_(ツ)_/¯ ).

BugFixes:
- fixed some missing floortiles from the catwalks in the hangar second floor.
- fixed some missing west walls on the large living quarters.

#####

Version 1.1:

Additions:
- New a revamped BASEBITS to match the improved facilities, artwork made entirely by EfrenSpartano.
- Improved some MCD files with extra assets , correctly coloured to XCOM EU pallete.
- Retouched the Workshop facility:
  * Added an improved assembly table. 
  * Added an Robot arm assembler/welder from vainilla, recolored to maintain the general motif of the mod.
   ~ changed from intense pink to a more industrial orange.
- Reorganized the Fusion Ball Defence building:
  * Added some monitors intended "to fire control" them aside the cannon.   
   
BugFixes: 
- fixed some "invisible floor squares" on the second level of the corridors.
- fixed a problem with the hangar facilities, where both northeast and southeast blocks were loading the assets incorrectly.

#####

Version 1.0:

First release of the mod

- Remodeled entirely the base facilities

Feel free to reach out for any questions or issues. Any feedback will be appreciated. Enjoy the upgraded Xcom base experience!

These are a preview of some of the buildings:

6
OpenXcom Nationalities Expanded Mod v1.0

This mod requires OXCE to function.

The core concept of this mod is to introduce a flexible and compatible format for implementing national flags, names, and extra nationalities into the game. This allows easy integration with other mods or vanilla playthroughs while preserving the essence of having soldiers proudly display their national identities.

The foundation of this work is based on Solarius Scorch's FMP and XFILES. What initially began as a personal endeavor, creating names and flags, quickly expanded (approximately 60-70 handcrafted flags by me) and now serves as a resource for others who may find it useful.

It's important to note that unlike the FMP/XFILES, the order here is based on the COUNTRY rather than the demonyms.

The mod consists of two primary features:

115 Flags: These flags represent diverse backgrounds and nationalities.

115 NAMELISTs: Accompanying the flags are an equal number of .nam files, meticulously crafted to include around 500 male names, 500 female names, and AT LEAST 1000 surnames. Special attention has been paid to nuances and traditions from various countries. For instance, some surnames are differentiated by suffixes (-eva, -ova, -ska in Slavic female surnames, -itė or -ienė in Lithuanian female surnames according to marital statuses, -tter or -son in Icelandic surnames, to name a few).

The flags and names added cover various continents:

Spoiler:
AFRICA:
Algeria, Angola, Botswana, Cameroon, Chad, Congo (Democratic Republic of Congo/Congo-Kinshasa), Egypt, Ethiopia, Ghana, Ivory Coast, Kenya, Libya, Mali, Morocco, Mozambique, Niger, Nigeria, Senegal, South Africa, Tanzania, Tunisia, Uganda, Zambia

ASIA and OCEANIA
Armenia, Azerbaijan, Bahrain, Bangladesh, Burma, China, India, Indonesia, Iran, Iraq, Israel, Japan, Jordan, Kazakhstan, Kuwait, Kyrgyzstan, Malaysia, Mongolia, Pakistan, Philippines, Qatar, Saudi Arabia, Singapore, South Korea, Sudan, Syria, Taiwan, Tajikistan, Thailand, Turkey, United Arab Emirates, Uzbekistan, Vietnam //// Australia and New Zealand

AMERICA:
Argentina, Bolivia, Brazil, Canada, Chile, Colombia, Cuba, Ecuador, El Salvador, Guatemala, Honduras, Mexico, Nicaragua, Panama, Paraguay, Peru, United States of America, Uruguay, Venezuela

EUROPE:
Albania, Austria, Belarus, Belgium, Bosnia and Herzegovina, Bulgaria, Croatia, Czechia, Denmark, Estonia, Faroe Islands, Finland, France, Georgia, Germany, Greece, Hungary, Iceland, Ireland, Italy, Latvia, Lithuania, Montenegro, Netherlands, North Macedonia, Norway, Poland, Portugal, Romania, Russia, Serbia, Slovakia, Slovenia, Spain, Sweden, Switzerland, Ukraine, United Kingdom

Installation:
  • Remember you need OXCE to have the mod working correctly
  • Simply unzip and place the mod folder inside your MOD folder of your game directory, usually found in ".../Documents/OpenXcom/mods/".
  • Activate it from the menu, entering in the MODS option , dont worry about the loadorder.
If you'd like to integrate it with other mods and apply the namelist to new unit types, copy and paste the provided parameters into each unit:
#soldiers:
#  - type: STR_YOUR_UNIQUE_NEW_SOLDIER
#    soldierNames:
#      - delete
#      - SoldierNames/

Credits:

Solarius Scorch: For the initial mod ideas and the foundation of this work, which included around fifty flags.
Meridian and every OXCE collaborator: For enabling the features.
EfrenSpartano: For the idea, suggestions, and support to make this a standalone mod.
Known Issues:
Spoiler:
Despite my initial goal of creating around 500 names per gender and 1000 surnames, there are some countries where I struggled to find enough data. These files are tagged as INCOMPLETE and are recognizable by their smaller file sizes. I will continue to search for data to complete them, but if anyone wishes to help or knows a reliable source for information, it would be greatly appreciated. Until then, I'll do my best to finish those files as quickly as possible.

7
Work In Progress / [WIP] Xeno Operations LEGACY
« on: December 10, 2021, 07:20:52 pm »
New update 0.97.06 uploaded now (Feb-12th-2024)!
Check the bottom of this post for the file, and the last page for the updated changelog



Many of you may already be aware that the original mod of XENO Operations, has been semi-retired, and his creator XOPS is dedicating a significant amount of time to his youtube channel (which I highly recommend following, as it features excellent content).

As of now, Meridian is the sole individual working on updates to ensure compatibility with the latest OXCE updates. This means that while the mod isn't completely dormant, it owes a tremendous debt of gratitude to him for keeping it alive and kicking.

Initially, this project began as a personal endeavor, involving minor tweaks and adjustments for my own use. Over time, I found myself adding more and more features, steadily increasing its size and scope. Eventually, I decided to share it with the community in the hopes that you might find it enjoyable.

The mod is currently compatible with OXCE version 7.9.11, and it's essential to use this specific version to prevent any potential issues or crashes. I want to extend another big thank you to Meridian for his incredible work on OXCE, which serves as the foundation for many features in this mod.

XENO Operations incorporates content created by other talented members of this forum, with notable contributions from efrenespartano and solarius scorch, among many others (I'm actively working to ensure proper credit is given where it's due).

Balancing remains a work in progress, especially since the mod is still somewhat barebones. However, I plan to continue making improvements whenever possible. Your feedback, especially regarding balancing, is highly appreciated. I made some adjustments in the early game, but I'm well aware that there's a lot more work to be done. Please excuse any missing text in the ufopaedia; English is not my primary language, and my grammar isn't perfect, to be honest.

My intention is to honor the hard work put in by XOps in the original mod and to see where I can take it by incorporating additional elements. Initially, I had considered posting this in the original thread, but due to certain reasons, that didn't work out. However, this might actually be a better approach, as it's viewed as a derivative or an "overhaul" of the original mod, allowing both versions to coexist separately.

Currently, there are plans to continue adding and enhancing content, primarily focusing on new paper dolls and soldier sprites, though this may take some time. I'll do my best to keep this mod updated as frequently as possible.

Installation:

**To properly run the mod, you'll need an OXCE installation (currently version 7.8.7 at the time of finishing this post).
** BRUTAL AI MOD by Xilmi is highly recommended, and at this point, I consider it a must-have. I encourage you to check it out.

- Download the file from the site XOPS LEGACY by Blackwolf in MOD.io Portal or the file attached (the difference in size is irrelevant, its the same , just that i found a way to better compress it and evade the size limitation in the forum)
- Unzip and Drop the content inside your MOD folder.
- When updating from previous versions of the mod, it's recommended to delete the old folder completely (rather than simply overwriting it) and use the newer version, UNLESS OTHERWISE STATED (for hotfixes and patches).


Main Features from the Original Mod and LEGACY Version:

  • New weapons with unique spritework, categorized into seven tiers.
  • Improved artwork and a redone UI both in geoscape,base management and battle escape, almost every screen has been changed.
  • Improved ammo compatibility between weapons and tiers.
  • New armors with different appearances, balances, niches, and pocket configurations.
  • A layered paperdoll system, increasing the number of unique soldier appearances from 8 to 110.
  • New base buildings and revamped the original.
  • New XCOM fighter and transport planes including a new custom made starting plane.
  • New Alien units and UFO sprites and artwork.
  • Entirely revamped Xcom base facilities artwork, using improved tiles and assets.
  • New supporting units, including a variety of drones and tanks.
  • Dog units (currently featuring 4 different breeds).
  • New soldier types and revamped soldier nationalities, featuring 115 unique flags and name files, with approximately 500 names per gender and 1000 surnames. Every soldier should now be unique.
  • New ufopedia articles and lore.
  • Unique campaign with distinct lore, alien motivation, and CODEX mechanics to achieve victory.
  • Tons of new features from OXCE.

8
Hi, im kinda new to modding and i think this wasnt proposed before (i did my best looking on forums and the ruleset referencies in ufopaedia.com, if thats the case, i apologize in advance) also, i dont know the correct terminology so i hope i can make my points clear enough.

TL;DR: as the title implies, is possible/doable to make a flag/command/line code that goes something like "restartRank: true" and so after you use a transformation, their current rank reference number resets to rookie (i mean 0,i´ll try to use these numbers to help structure my idea) again?.


long version of my question, and a bit of context
Spoiler:
i created a new soldiertype to represent officers, therefore i could separate completely NCOs to COs in my units, renamed the old ranks from private(=0) to sergeant major(=5) to represent seniors/highly seasoned NCOs. The idea is to have to manually pick up promising(?) or just by mere roleplaying ) soldiers, and "promote" them (via soldier transformation) to Lts, Cpt and so on....now the problem im facing currently is that i stablished a minRank to being elegible to attending officer school (in this case is corporal(=3) and the new unit used new rankString ranging from 3rd LT(=0) to Commander(=5), after transforming the unit, it changes into the equivalent rank level(i.e Number) of the new soldierType, in this case it goes from Corporal(=3) to Captain(=3). I make the workaround of having the first three levels (from 0 to 3) to repeat so it correctly advance to the lowest COs hierarchy level, but this still have issues anyways that if i decided to promote a higher ranking soldier instead of the minimum rank required, it jumps to the equivalent numbers (so i have sergeants moving directly to majors, or master Sgt into colonels, lmao).
So thats my request, that not matters the current rank a soldier have, we can add a flag option to move it into the lowest rank of the new soldier class.

Possible applications of this idea(?):
Spoiler:
Besides the applications of the "officers" i said above, i imagine this feature could be used by others modders. Hopefully anyone could find this useful and maybe the creators of megamods (of course this is mere speculation as i can not talk about the scope or directions they may wish to take of their mods, but im making just theories) like Bulletdesigner could apply this into his 40K mod, after transforming crippled soldiers into Dreadnoughts, he can create a new rank string so they can rank up unto venerables?....or even going further , if he implement Chaos classes, everyone resets to cultist, or regular Chaos marines, instead of just going into "final levels"(by rank equivalence) and becoming Champions directly... and etc

9
Hi pal, first of all i want to say : WOW!, such a lot work poured into this mod that is one of the best total reconversions i saw until now  :D , its absolutely amazing but im also a purist and a sentimental guy, i play this but also go an play in a more "vainilla vibe" FMP(im a fan of your work, pretty nice work with the copilation but also with your creations too) to keep drowning myself in the melancholy of the ol' good childhood from time to time, i keep myself away from the computer from a long time (also from the forums), but i decided to came back and check all the stuff and i have to say there are a lot of improvements since the last time i logged (cheers to all the community for that :D!)

Well my request is that because even if i love the secret xfiles vibe/tone of the mod , i have to admit my favorite part of this mod is your work with dogs(nothing better that killing folks with the help of your little doggos and pupperinos :P), and i really want to import them into my FMP gameplay, and im wondering if you can help me with this (or you can tell me how to do it myself...its have been a while since i touched notepad++ but i guess i should start again tho).

So basically thats my request, is there a way to get a independant dogs mods so i can use it on FMP (including all their variants/armors, being normal units instead of HWP, having names, and all that stuff)????

(on a side note i already use OXCE+ in my FMP gameplay so im already aware that some of this features are only posible if i use the meridian's OXCE+ so i hope my petition could be "feasible"  :-[)


TL;DR: how can i get a independant DOG mod? sorry for bothering :(

10
Offtopic / PLEASE HELP A VENEZUELAN FRIEND :)
« on: February 16, 2014, 02:55:47 am »
hey guys first of all i know this maybe could be wrong place to do this and maybe most of you are unaware of this but im here to asking your help.
right now my country are passing trough a terrible situation of crisis
my name is Thomas Rondon a Medical Student of the UNIVERSIDAD CENTRAL DE VENEZUELA (venezuelan central college)
in the february twelve (12/4/2014 or 4/12/2014) all the students including myself decided to make a pacific concentration in all majors cities of venezuela but the goverment tried to stop us using BRUTAL FORCE shoting us and sadly taking the life of at least three inocent students injuring at least one hundred more and taking massive arrest all arround the country (including me ...i was caught with another 26 innocents students trying to impute us the crime of TERRORISM but i was released witouth charges because there was not even evidence of it)
the gobverment has taken a MASSIVE SHUTDOWN of the media...including television and EVEN TWITTER AND FACEBOOK  tryng to ISOLATE the country and we need to spread the news by others ways...here is a video from youtube that explain all what is happening (on english) so if anyone of you could just simple share it and help us to stop the media BLACKOUT..please help me and all the others venezuelan to make the world know what is happening here ...sorry for the inconvenience and thank you very much for your time and pleaaaase excuse  my poor english
i dont even have time of fix it with a translator because there are possibilities of shuting off all the internet and i dont have much time  :-\



VENEZUELA SITATION IN A NUTSHELL :https://www.youtube.com/watch?v=EFS6cP9auDc

11
Open Feedback / SOLDIER GENDER
« on: December 18, 2013, 03:14:56 pm »
it's there a possibilitie to change the numbers of males or females soldiers you hire?
i tried searching on the ruleset but still can't find it 
if someone can help me please  :-[

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