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Messages - Meridian

Pages: [1] 2 3 ... 331
1
OpenXcom Extended / Re: [Suggestion] Build Facilities Quick Lookup
« on: July 15, 2019, 11:32:35 am »
<snip> having to consult the ufopaedia a lot <snip> just to compare the minor <snip>

2
Can i ask about removing bases?

Removing bases when?

3
Added.
(Missions are removed once daily... immediately after the daily research is processed)

Syntax:

Code: [Select]
alienMissions:
  - type: STR_ALIEN_HARVEST
    interruptResearch: STR_RED_BUTTON_PRESSED

4
Also, termination research is not like discovery, but more like players decision to press the button.

Yup, that's the real issue.

5
Well, your scientists stopping terror sites is just as unrealistic as evaporating UFOs :)

I think stopping them at the end of the month feels much better, more natural, since it is disconnected from the research... at least for the player.

But that's just my opinion, feedback welcome.

6
it doesn't remove the UFOs, they continue their business even after the research and can for example land or create a terror site

7
Help / Re: So what does checkblock and removeblock actually do?
« on: July 13, 2019, 11:11:23 am »
1/ checkBlock checks if there is a block of a given quality in a given location

location is defined by rects

quality is defined by:
a/ groups
b/ if there is no groups then by blocks
c/ if there is no groups or blocks, then it simply checks existence of any block

checkBlock returns success as soon as the first matching block is found


2/ removeBlock removes blocks of a given quality in a given location

location and quality are specified the same way as in checkBlock

removeBlock returns success if at least 1 block was removed

8
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: July 12, 2019, 12:35:07 pm »
Also a few images don't use correct palettes/format (in this case transparency index), currently it's not enforced, but eventually (in near-ish future) this will also be a hard requirement.

From the log file:

Code: [Select]
[WARN] Image Resources/FirestormRestyle/firestorm_base.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/FC/FC.gif (from SDL) have set incorrect transparent color index 127 instead of 0
[WARN] Image Resources/XCL/XCL-FB.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/XCL/XCL-NB.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/XCL/XCL-TB.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/FirestormRestyle/firestorm_minimised.gif (from SDL) have set incorrect transparent color index 127 instead of 0
[WARN] Image Resources/FirestormRestyle/firestorm_dogfight.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/Geoscape/TEXTURE15.GIF (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/Geoscape/TEXTURE36.GIF (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/Geoscape/TEXTURE57.GIF (from SDL) have set incorrect transparent color index 255 instead of 0

9
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: July 12, 2019, 12:07:24 pm »
But if OXCE is backward compatible with the vanilla rulesets, then it should work without problems.

OXCE is generally backwards-compatible with vanilla rulesets... IF used correctly.

Vanilla OpenXcom tolerates a lot more issues with the ruleset than OXCE... and either ignores what's wrong or simply works incorrectly/unpredictably; or crashes at runtime... in OXCE many such cases are checked and the game won't start until they are fixed.

Edit: in your case, I see two ruleset errors (after fixing those, the game starts properly):

1. research of floater commander references non-existing unlock topic

Code: [Select]
  - name: STR_FLOATER_COMMANDER
    cost: 160
    points: 36
    unlocks:
      - STR_CYDONIA_DEP                 # this doesn't exist, did you mean STR_CYDONIA_OR_BUST_DEP ?
      - STR_ALIEN_ORIGINS
      - STR_THE_MARTIAN_SOLUTION_DEP
      - STR_CYDONIA_OR_BUST_DEP
      - STR_LIVE_FLOATER_OR_CELATID

2. two weapons reference non-existing research dependency STR_THIS_WEAPON_CANNOT_BE_USED_BY_XCOM

Code: [Select]
  - type: STR_BLASTER_LAUNCHER
    requires:
      - STR_THIS_WEAPON_CANNOT_BE_USED_BY_XCOM
    size: 0.8
    costSell: 150000
  - type: STR_BLASTER_BOMB
    requires:
      - STR_THIS_WEAPON_CANNOT_BE_USED_BY_XCOM
    size: 0.5
    costSell: 31500
    recoveryPoints: 2

You can fix it in many ways, currently easiest is by defining it and making it depend on an (unobtainable) item

Code: [Select]
research:
  - name: STR_THIS_WEAPON_CANNOT_BE_USED_BY_XCOM
    needItem: true
    cost: 0

10
Suggestions / Re: Silensing the game when it's not in focus
« on: July 10, 2019, 10:05:30 pm »
Some turns can take many  minutes, so I play other games while waiting. Would be very nice for this to be an option, unless difficult to implement.

The game also slows down significantly, when you tab out... that's why it takes minutes... if you don't tab out, it will take much less.

11
Suggestions / Re: Silensing the game when it's not in focus
« on: July 10, 2019, 01:56:10 pm »
I politely disagree.

13
Open Feedback / Re: Searching long lists with HotKey Q
« on: July 09, 2019, 11:35:42 pm »
Thank you, that's a nice feedback!

14
Troubleshooting / Re: demasiado oscuro en misiones y no puedo grabar
« on: July 09, 2019, 11:16:16 pm »
When playing a night mission, try pressing the [Space] key or [Scroll Lock] key, they activate so called Night Vision.

See attached screenshot.

15
Troubleshooting / Re: Can't find my .sav file OXCE+
« on: July 09, 2019, 11:06:24 pm »
hay que crear el archivo sav? es una carpeta con ese nombre el que hay que crear?
gracias

In the default installation, you should not have to change or create anything.
The game creates everything automatically.

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