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Messages - Meridian

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- suited for OXCE 5.5. And exactly this version is used.

Thanks for the update!

You can indicate minimum OXCE requirement also via metadata.yml, like this:
Code: [Select]
requiredExtendedVersion: "5.5"

More info here:,6945.0.html

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« on: May 25, 2019, 07:28:57 pm »
Ok, will look.Yes.

Ehm, sorry, those are vanilla, false alarm.

Anyway, whatever the bug is, it won't be oxce. Maybe some briefings are missing the music definition?

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« on: May 25, 2019, 04:25:16 pm »
not OXCE

mod just uses undefined sounds, e.g.
      music: GMATTBAS
      music: GMBIGMAR
      music: GMDEFBAS
      music: GMISPOSH

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« on: May 24, 2019, 11:53:10 pm »
Also, craft equipment names are different for different crafts, so types of equipment marked in USOPedia.
In Moray case - 2 torpedoes and 1 cannon.

You can define weapon type per craft if you wanted... but USOpedia is also good enough if not.

Code: [Select]
  - type: STR_MORAY
    weapons: 3
    weaponTypes: [1,2,2]

Code: [Select]

Btw, should i release new version with soldier transformations right now or wait for something more to fix?

There are 2 more episodes coming (including a 3+ hour colony attack). After that I will not be playing for 3-4 weeks, because of holidays.

When upgrading to OXCE 5.5 don't forget to fix the starting conditions, the structure has changed.

Hammerhead loses it's destination target when dogfight phase over (last time I send it to alien colony and it destroyed Hunter Killer). I think it same for other transport ship what can carry weapons. Is it normal?

Yes, this is normal.

OpenXcom Extended / Re: OXCE v5.5 for Android
« on: May 24, 2019, 03:17:48 am »
I like it.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« on: May 24, 2019, 03:14:00 am »
It's producedItems: {} not producedItems: []

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 22, 2019, 05:27:20 am »
The listbox component supports scrollbar, the textbox component doesn't.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 20, 2019, 12:48:22 pm »
From the date I concluded there were no relevant changes in 244 days.

Well, if you haven't seen any update on this forum in the last 244 days, there's nothing I can do.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 20, 2019, 08:49:20 am »
Could you update the archive at then?

The archive is always up to date, it points to a forum post.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 19, 2019, 11:52:34 pm »
Looks like an engine bug — can't transfer prisoners when general stores are full.

Broken on 21.02.2019
Fixed on 12.03.2019

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 19, 2019, 07:58:44 pm »
New OXCE v5.5 is up.

 - Deselect all hotkey (default X) in Psi/Martial Training GUIs
 - Remember mission target and craft/base even after the briefing
 - Added "Highlight new topics" user option
 - Bravery now can't decrease morale change below zero percent
 - Required base services in "We can now..." GUIs
 - Starting conditions: allowed/forbidden soldier types
 - Starting conditions: forbidden items and item categories
 - Starting conditions: forbidden vehicles support
 - Starting conditions: forbidden armors support
 - Starting conditions: forbidden craft support
 - BREAKING CHANGE: split Starting conditions (into Starting Conditions and Enviro Effects):,4444.msg113226.html#msg113226
 - Fixed dogfight for HKs with extremely short range
 - Manufacture dependency tree now shows also base facilities
 - Added optional research requirement for armor equip, see 'requires' armor attribute in NRR
 - New attribute for mind shield power, see 'mindPower' facility attribute in NRR
 - User option to remember disabled craft weapons after dogfight (+no rearm)
 - Draw dogfight icons also for craft equipment
 - Improved pedia articles for tractor beams
 - Extra NV button for Android
 - Removed the facility teleport cheat
 - Updated kill/sell button logic in alien containment
 - Added arc script:,7125.0.html
 - Updated OXC and OXCE language files
 - various bugfixes




Starting conditions were split into:
- starting conditions:
- and enviro effects:

Starting conditions are defined on alien deployments only.

Enviro effects are defined on terrains and alien deployments... if both are defined, deployment's enviro effects are used. (Until now it was the other way around)

Added "forbidden" rules as alternative to "allowed" rules, e.g. you can now allow all craft except specific ones.

Added soldier type starting conditions.

All changes described in nightly ruleset reference...

Help / Re: Large (2x2) X-Com facility.. Segmentation Error..
« on: May 19, 2019, 12:01:04 am »
First 4 are for finished facility, second 4 are for facility being built.

Help / Re: Large (2x2) X-Com facility.. Segmentation Error..
« on: May 18, 2019, 11:47:17 pm »
You need 8 sprites, not 4.

2x2 facilities don't use spriteFacility.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« on: May 18, 2019, 12:10:35 am »
Armor transformation is useless without weapons restriction.
In this case we have surface mission, turning to underwater.
And if change of armor is possible, surface weapons now staying in underwater stage. So i decided to make second stage surface too.

Well, I really can't help with that.
The weapons banned on the first stage are just not available anymore for the second stage, they are teleported back to base.

Maybe the mission INFO description could say that the mission is both on surface and underwater and the player should take dual equipment only?

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