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Messages - Meridian

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Work In Progress / Re: Player controlled civilians (brainstorming) ?
« on: October 22, 2019, 11:04:57 pm »
Yes, all of this is doable (already).

EDIT: You can't bring them home in the craft as soldiers... they are unsummonned at the end of the battle... but they can be transformed into real civilians instead of being unsummonned and you can use civilian recovery to turn them into soldiers/scientists/engineers/etc.

OpenXcom Extended / Re: Inventory stats improvements
« on: October 22, 2019, 10:38:23 pm »
2/ It is possible to move the inventory stats to any place on the screen using interface ruleset, example below shows the default values:

Code: [Select]
  - type: inventory
      - id: textTUs
        pos: [245, 24]    # will be moved 8 pixels down, if enhanced inventory stats option is enabled
        color: 64
        color2: 16
      - id: textWeight
        pos: [245, 24]
        color: 64
        color2: 16
      - id: textStatLine1
        custom: 1
        pos: [245, 32]
        color: 64
        color2: 16
      - id: textStatLine2
        custom: 2
        pos: [245, 40]
        color: 64
        color2: 16
      - id: textStatLine3
        custom: 3
        pos: [245, 48]
        color: 64
        color2: 16
      - id: textStatLine4
        custom: 4
        pos: [245, 56]
        color: 64
        color2: 16

OpenXcom Extended / Inventory stats improvements
« on: October 22, 2019, 10:38:06 pm »
1/ By default the stats show the vanilla Firing/Reactions/Psi skill/Psi strength again... OXCE firing/throwing/melee/psi-combined are moddable via interface ruleset

a/ elements textFiring, textReaction, textPsiSkill and textPsiStrength have been renamed to textStatLine1, textStatLine2, textStatLine3 and textStatLine4
b/ attribute 'custom' has been added, with following values:
1=(firing) accuracy
3=psi skill
4=psi strength
14=psi combined (strength/skill)

So now you can choose, which of these 8 options you want to display and also in which order.

OpenXcom Extended / Re: [DONE] Salary and maintenance for items
« on: October 22, 2019, 08:55:02 pm »
A few small updates:
1. Base maintenance now shows only facilities maintenance again, same as vanilla
2. "Other employees & inventory" now shows both "item salaries" and "item maintenance" cost together... the quantity is divided into employees/other items, see screenshot (5 employees * 1000 salary + 8 items * 100 maintenance )
3. besides items in transfer and items in storage, also the following items count now:
a/ items in the craft
b/ vehicles in the craft
c/ armor worn by soldiers

Help / Re: Questions about negative texture id.
« on: October 22, 2019, 03:26:03 pm »
I'll leave that for others to answer, doesn't need any dev knowledge.

You can research the same live alien in two bases... it will give you two different results.

Help / Re: Questions about negative texture id.
« on: October 22, 2019, 12:19:08 pm »
Cannot share.

The values are globe coordinates.

Help / Re: Multi-level human base defense mission Questions.
« on: October 22, 2019, 11:01:14 am »
As far as I know, none of this is possible.


1/ Heal longer. Yes. No.

2/ Yes.

Is there a way to increase/decrease the speed that an explosion's animation plays at?


Is explosionSpeed: only for bullet impacts and a different command is used specifically for X1.PCK based explosion animations?

Yes. No.

XPiratez / Re: Bugs & Crash Reports
« on: October 21, 2019, 11:14:29 am »
Actually, might be an OXCE bug, but in 0.99K1 setting "maximize info display" off actually it doest do waht the option tells. Please report it to the maintainers?

And what doesn't work?


I don't have the tools to check the maps, maybe some other modder can help.

I can only say for sure that the game finds zero compliant spawn nodes for the xcom soldier.

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