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Messages - Lord_Kane

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Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 01, 2019, 05:40:13 pm »
Seems that I don't get the prompt that I can build the plasma hovertanks once I unlock them.
its there, when you unlock them you also unlock like 18 different things so it gets buried a bit.

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: April 21, 2019, 06:53:30 am »
Trying out the new version, seems that attempting to view the ufopedia entry of the rocket launcher crashes the game.

"OpenXcom has crashed: UFOpaedia Article STR_EXPLOSIVE_ROCKET not found"

I slapped together a quick temp patch for the UFOpedia issue until reaver can get around to fixing it. just extract it to the mod install and overwrite as needed.

Reaver has updated the mod. QUICKPATCH! removed.

Released Mods / Re: UFO MEGAMOD Reavers Faithful Megamod
« on: March 24, 2019, 09:05:27 pm »
about fwiffo disappearing from the fleet after spathi finally slave-shield their homeworld: is it a bug or a feature?

Thats a completely different game, thats from Star Control 2, this forum is for OpenXCom and this thread is for a mod for OpenXcom, if you need help with Star Control 2, try here: they can offer much more assistance :)

OpenXcom Extended / Re: [DONE] Time to clean up user options
« on: February 12, 2019, 03:40:02 pm »
I like the reworked options :)

OpenXcom Extended / Re: Time to clean up user options
« on: February 06, 2019, 10:14:37 pm »
What I can not understand, "Maximized Night Display" is "fullNightVision"? I turned this option ON and OFF - no difference was found. Maybe because it is disabled "Automatic Night Vision" and night Vision activate the key"space"?

Meh, whatever, lets just get these new refactored options in. I have it on but then again I dont know nor care anymore if does anything I just want this in and done 8)

also I love OXCE so flexible and so...nice.

OpenXcom Extended / Re: Time to clean up user options
« on: February 06, 2019, 07:01:24 pm »
I use maximized night display, but you know what, I still like the new options proposal so lets go with it  8)

Released Mods / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: February 04, 2019, 10:19:50 pm »
snip by Meridian

I will have to update my mod with these too, as I use reaver's mod as a base, so Thank you Meridian

OpenXcom Extended / Re: Time to clean up user options
« on: February 03, 2019, 11:33:28 pm »
In what scenario does it make sense to turn friendly craft escort off?

hmmmm valid point now that I think about it, but most mods I play I don't use HK's (heck my mod doesnt even have them) so I guess removing it makes more sense then not.

OpenXcom Extended / Re: Time to clean up user options
« on: February 03, 2019, 10:33:07 pm »
I use the following settings:

Wounded fight if base attacked - use YES
Remove wounded soldiers from training - use YES
Maximized Night Display - use YES
UFO landing alert - use YES

These options are best not to remove from the menu. Let it remain as it is.

I agree with Ethereal there.
could you also consider keeping friendly craft escort as a user option?

Released Mods / Re: Reaver's Rebalance
« on: January 17, 2019, 11:04:30 pm »
You both are right. I've just deleted my post. I was a bit excited about this description, as I have no idea how to make a single, coherent mod for everything in it:

Current feature list:
new tank type - battle mech! it's a battle mech. need i say more? based on the sectopod chassis, but with 50% more badass. (actual results may vary)
tank shells will now cause small explosions
training facility added - slowly increases soldier's stats, using the same formula as apocalypse
medical bay added - decreases wounded soldier convalescence time
researchable disruptor and gauss cannons for hovertanks and crafts
combat armor added, purchasable from buy interface
power armour replaced with re-coloured TFTD ion armour
flying armour helmet graphics altered
incendiary grenades
stun grenades
flashbangs - explode immediately, no priming, reduces reactions, accuracy and detection radius for 2-3 turns
terror missions at military bases (new map type) with military personnel (new unit type) with flashbangs and all mundane weapon types available
soldiers, if issued with pistols, will grab a melee weapon in their left hand, if one is available
added police, they will show up as local law enforcement on terror missions and actually fight aliens

Again, apologies to Reaver for clogging his thread. Please feel free to delete this post.

Dont delete posts please, its okay to be excited. but make a new thread and then we can discuss this mod idea of yours. preferably in the WIP mod section  :)

Released Mods / Re: Reaver's Rebalance
« on: January 17, 2019, 07:31:07 am »
Here's a shot in the dark... I've been trying really hard to get this mod (see attached) working for OpenXcomExtendedPlus, but alas, my poor (non-existing) coding skills got the better of me! Meridian himself was kind enough to try to point me in the right direction, but to no avail. So, if anyone could make this mod OpenXcomExtendedPlus friendly, I would be extremely grateful! The mod was made by WarBoy, and is quite similar to Reaver's RebalanceMod (the only way to play vanillo, imho). Hope Reaver won't mind I posted this here...

why didnt you just make a new thread? why post this in another mod's thread?  :-\
also this is a real old mod, wow, this could take a while to convert to the current standard.

Help / Re: TTFD: how to get rid of motor rumbling sound on missions.
« on: January 02, 2019, 07:16:36 pm »
probably the ambientSound

yeah the underwater ambient sound.

OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: December 27, 2018, 12:50:25 am »
Fix is now available (PC version only for now).
The bug doesn't affect vanilla MC/Psi.

Alright awesome. I grabbed it, I was testing a tank with a special weapon, so this will be good.

OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: December 23, 2018, 07:44:07 am »
Confirmed, it's any weapon that uses the 'special weapon' code, separate from the vanilla 'psi button' reserved for being able to use Psi Panic with mind controlled aliens - the action of clicking on the button continues on to whatever is below the button when you cancel the menu. You can see this if you click on the button not on a unit, it'll bring up the movement preview if you have that option on, or start moving the unit if you don't have it on. I'm testing a fix right now.

Any news on that fix? or does this not affect vanilla MC/Psi?

Offtopic / Re: [Offtopic/Game/Poll]Did i forget this...? ^┓^
« on: December 13, 2018, 04:06:57 pm »
diablo is a classic, I highly recommend playing it.  8)

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