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Topics - thusky

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Abandon reason: the concept has flaws and needs more thought

Hey it's me again, while I'm on a roll I might as well ask about this!

While it's already achievable to remove every single item from the hire/sack/buy/sell menu, I was curious if it was possible, as a request, to prevent access to this menu altogether (like newBaseUnlockResearch) until a research unlocks this menu?

It could be useful for mods with a campaign where you start from nothing, if you want to make your player learn the ropes or be in a tight spot at the beginning, until they either research the necessary topic or complete a certain mission, it would give a lot more progression to the beginning of a campaign!

Again I'm eager to see you how you feel about or if it's needed at all, it's already achievable, just less "clean" than just straight up preventing access to the menu to begin with!

This feature could also be used to prevent access to the marketplace for certain bases, but that's another kind of request I assume!


Dropped the idea since feedback makes a good point that this feature would involve a lot of headaches from both modders and the players themselves!

Hey there!

I've been messaging Yankes and Meridian by PM and got recommended to make an official request here so everyone can estimate whether or not such feature would be nice for their mods (and thus be implemented, potentially).

I've been making a "Play as the aliens" mod for the past 3 weeks or so, as such I would like to force the player to only be able to have 1 alien race per craft, the feature would work like this:
Go to craft loadouts -> craft crew -> load 1 aquatoid soldier (now craft will only accept aquatoid units (soldiers/terror units)). -> Throw error message when trying to load a different race. -> Unload all  soldiers (empty craft) to accept other races again.

It is, in some way, similar to requiresBaseFunc but for crafts and would only trigger once a unit type is loaded (this could also be applied to armors for other mods).

Having soldier types limited per craft could be useful for mods restricting unit compositions, do tell me if I missed an additionnal benefit of such a feature though!

Do you guys think this would be an interesting enough feature to be added, could this be useful to you as a modder?


Help / Reaching out to old team members of UFO: TTS (The Two Sides)
« on: September 09, 2021, 02:11:17 pm »
Hey there!

I recently came back into TFTD and remembered how much fun I had with TTS, I figured why not, maybe with a little bit of luck I might be able to reach out old team members of the project!

I'm looking to adapt TTS to allow for TFTD mechanics and graphics altogether, considering I'd tweak them to avoid copyright issues, the usual you know (I'm a pixel artist by profession).

As such I was curious to know if the source code was still available somewhere, I saw a few posts here and there adressing the graphics (notably Xracer who seemed to have a connection with one of the artists).

If you happen to know Xracer or anyone who had a connection with the team, don't hesitate to answer here or to find me on the OpenXcom discord, I'd be more than eager to hear your story!




I managed to reach out one of the former people working on the project. I decided it would be best to let that project rest! As such I'm going to take the long journey to adapt Open Xcom to have multiplayer geoscape/battlescape, it'll likely take years since I only have experience with C# and not C++ and still have no idea about open xcom code structure, wish me good luck,

See you space xcom cowboys!

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