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Messages - Ethereal

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Thermal vision is an OpenXcom Extended feature. Read the instructions.
There is a lot of useful stuff.


- Alien Alloys are available for research after examining the Corpse of the Deep One. (Back to basics. It's more interesting.)
- Added mission with minor terror. Disappears later.
- Replaced the map for "TCF CRUISER", borrowed from XPiratez, with a more convenient one for deploying troops, of our own production.
- Bug fixes, balance edits.

- Supply station has been removed . Basic equipment is available for purchase at all bases.
- On the maps of the upper level of the "alart" Artifact there were no points for placing large alien units and, in general, there were not enough points for placing aliens. Fixed.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: July 24, 2021, 02:22:48 pm »
- Craft returning after mission don't join dogfights

Meridian, please make it an option that can be enabled or disabled as desired.

Although recently an aggressive UFO destroyed my ship returning from a mission, the player himself must take measures to prevent such a development of events and send interceptors to escort the transports. I made a mistake and was punished, but I am against the elimination of this threat.

@Ethereal: I found those lines in the original "items.rul" file so it looks like that will be an easy escape from grenade city, but (after looking at some ruleset files in the mods folder), if I didn't want to edit the games original files, would it be literally as simple as just 1. making a .rul file, pasting those lines, 2. making a "metadata.yml" file, 3. putting these into a folder, and then it would be a working mod?

In general, it is correct. Well, in order to make a modification, you need to study other modifications and imitate them at the beginning.

As for the grenades, the aliens do not throw grenades if they do not see the enemy. So it's better to fight them with tactics and smoke grenades, and not to spoil the object, which you can use yourself. In my modification, I did this;

Code: [Select]
  - type: SECTOID_ARMOR0
    heatVision: -75

This means that ordinary sectoids see 75% worse in the smoke than before. And so it is with all the other aliens and soldiers. And this is not a cheat. I just didn't find a global option, visibility in the smoke.

Afro Herbalist A simple way out of the situation.

Code: [Select]
    blastRadius: 3

    LOSRequired: true

P.S. By the way, does anyone want to finally teach the aliens to use PROXIMITY GRENADE?

Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: July 16, 2021, 09:50:14 pm »

- The mod has been renamed. New name - X-Com: Terror From the Unknown (TFTU)
- Added a revolver and a double-barreled sawn-off shotgun.
- Various balance edits. Bug fixes.

It would be great if at least someone tested this hybrid and pointed out errors in the balance. I am not a fan of great difficulties in the game and everything suits me, but I am ready to finalize the public version of the modification for adequate requirements in terms of complexity.

Help / Re: Single stage terror mission
« on: July 11, 2021, 08:03:06 pm »
It is necessary to remove "nextStage".

Help / Re: Single stage terror mission
« on: July 11, 2021, 10:29:46 am »
How to separate two-stage terror missions into two variants of single-stage terror mission?

In alienDeployments.rul

Code: [Select]
  - type: STR_CARGO_SHIP_P1
    script: SHIP_P1
      - CARGO
      palette: 4
      music: GMISPOSH
    alertBackground: BACK03.SCR
    markerName: STR_TERROR_SITE
    duration: [4, 10]
    despawnPenalty: 1000

  - type: STR_CARGO_SHIP_P2
    script: SHIP_P2
      - CARGO
    shade: 0
      palette: 4
      music: GMISPOSH
      background: BACK01.SCR
    markerName: STR_TERROR_SITE
    duration: [4, 10]
    despawnPenalty: 1000

In globe.rul

Code: [Select]
    - id: -4
        STR_CARGO_SHIP_P1: 25
        STR_CARGO_SHIP_P2: 25
        STR_CRUISE_SHIP_P1: 25
        STR_CRUISE_SHIP_P2: 25

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 24, 2021, 03:34:26 pm »
Unfortunately I am not feeling well.
I am also taking vacation to recover, starting on Friday (tomorrow).
I will be completely offline for the next 3+ weeks.

Get well soon. More tea with lemon and everything will pass.

By the way, is it possible to make this function available as a Mind Probe functionality, or after studying a living alien of this race? Better as a functional Mind Probe after studying a live prisoner?

Actually, from the incorrectly translated and read, I did not understand one thing; Was anyone interested in my proposal for gravity shield ammo?

Code: [Select]
    fuel_item: STR_ZRBITE
    fuel_quantity: 5

As a fuel-how is it? Does it also fly?
But the consumption of STR_ZRBITE when triggered, on the similarity of the consumption of ammunition of the firing for defensive structures - will be a good addition.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 02, 2021, 11:10:32 pm »
Announce the list of changes in OXCE v7.0.5, please.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 02, 2021, 10:49:37 pm »
- on OpenXcom discord
- on X-Piratez discord

Very funny. And what should I, Russian-speaking, do? Not only was the most important discussion moved to some kind of ass of world, so also ustonavlivat additional (unnecessary for me) software.

Stop this practice and return the discussion to this site.

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