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Messages - DoxaLogos (JG)

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The X-Com Files / Re: The OpenXcom Files: Tips and Tricks!
« on: April 21, 2023, 10:42:45 pm »
Work your way towards DragonFly/Osprey for carrying more troops to the bigger parties.   

Armored Vests help out a whole lot and getting BlackOps Sniper Rifles and other BlackOps assortment. 

I think both of those are gated by Promotion II.

The X-Com Files / Re: The X-Com Files - 2.8: The Lunar Protocol
« on: April 04, 2023, 05:08:23 pm »

Friendly reminder: you can always take the GitHub nightly version and just use it. 99% chance it will work fine, except that translations will probably be incomplete.

I've been pulling the latest from github fairly regularly as you've made fixes.  It's been working fine.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 27, 2023, 01:22:29 am »

IDK, the mod is so random it's hard to predict an individual playthrough. You usually have some sort of 7.62x51 weapon by Promo III, but apparently not always.

I take it you never tried to secure a source of 7.62x51?

I imagine one could have Ufopedia display without the ability to buy the stuff, but that'd mean Solarius has to create a third research for all of these weapons. Doubt he's enthusiastic about that.

Hard to say if I have.  I'll take a look, but it sounds like this is a minor issue, so I won't worry about it.  It was just rather jarring to show up like that all of sudden.

Thanks for the help though.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 26, 2023, 04:39:27 pm »
No ammo. It's not a bug, it's more of a limitation in that ammo information isn't displayed until you can buy it, and looting+researching a Galil can happen much earlier.

So is being at Promo III to early to get the damage reported?  Of all the weapons I've researched, this was the first one to pop up without reporting the ammo/damage capability.  That kind of stood out after so many weapons were researched.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: March 26, 2023, 09:10:23 am »
Found a bug on a ufopaedia article...

XCF 2.9+

Oh wow.  Thanks.  I was going go back and rework things so you didn't have too. 

I can go back and rework it.  This is why we have a "review" process.

1.  I didn't realize that the access lift had a prison type attached.  EDIT:  After further thought, I just now realize that every facility without a prison type gets a prison type of 0 added to it for backwards compatibility.  In this case, this type 0 is 'aliens'.  I'm not sure how to work around this.  Maybe the capacity(i.e. "aliens")?  Which might still be a problem as they get a capacity of zero.

2.  This is an area I definitely don't know how to use, so I could probably use some pointers.
3. Yep, sorry about that. I build on Linux.  I don't have a windows setup.

4 & 5.  I know why that happened.  I can fix.

6.  I'll have to look at that again.
7.  It doesn't, and I think I know where I missed this.

EDIT: Thanks for the time to provide feedback.  I do appreciate it.

Alright... second go around.  Here's a PR for this feature request:


Players can enable it in options.cfg by `oxceShowBaseNameInPopups: true`

Modders can use fixed options or recommended options.

Thanks for this.  I thought about putting it as an option but it seemed like such a small change at the time, I thought it would be more work to worry about :)

Hopefully, I can get my other change up again that I'm working on... to busy with taxes at the moment.

The X-Com Files / Is this a bug? Passenger cars riding on water
« on: March 10, 2023, 04:39:09 am »
So, I was trying to locate the exact location of a manor, and my Dragonfly was being chased by Exalt passenger cars.... over... water!

Is this a bug? Or just a "feature" in that there is no way to keep vehicles from going over water.

Here's what it looks like with Yanke's group suggestion.

If everyone thinks it looks good enough for merging, let me know. I'll start work on squashing my commits.


At the end, I would just squash your commits into one anyway, so the repo would be safe... but you wanted to help me, not give me more work.

Will do then...

Technically you could can have multiple commits BUT each one need be self contained change, not "Add X" and then 3 times "Fix X" and "Fix again X".

Correct PR could have commits like:
"White space cleanups" (100 files changed 0 code touch)
"Refactor Y" (10 files changed, lot of code changed but game logic do not change)
"Add X" (1 file, your feature that change game logic)

Thanks again for the tips :)

Just makes it confusing when one repository admin says 1 PR = 1 Commit.  Doesn't leave much room to work with.

I'll see what I can do.

Could this be grouped? Like now is done for base, some thing like:
Code: [Select]
Base A - Type A

Base A - Type B

Base B - Type A

Very doable.  I'll give it shot.

Please 1 PR = 1 commit
10 commits with random descriptions is really not acceptable.

Roger that. I'll make a new branch with one commit in it. 

Also it says WIP, please PR only after it is considered finished.
The WIP is from the fact that it's from the OXCE Suggestions WIP forum.   

As for adding prison type, I don't think it will fit all prisoner names and prison names with the current column widths... should be tested and adjusted.

I'll double check.... again.  I'll probably use Yanke's suggestion.

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