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OpenXcom Extended / Re: [DONE] [Suggestion] Geoscape pop-up events
« on: Today at 09:23:20 am »
What about check for having specific soldier types on the base? Like stacking 20 dogs on a base would spawn something fun

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Greetings friends, i just fall in love with some craft , and so i decided to open a shipyard for all,
are some images from the crafts that will be available for download in ask
Reworked this post so newcomer´s can also use this resources ( most images got excluded from service)
9. no feedback, I didn't read the linked thread
Isn't it already limited to debug and locked behind to seperate config entries, i.e. researchTreeDisabled and oxceDisableTechTreeViewer ?
If anything this is going to make it harder to follow up on bugs, not to mention that the tech tree is kind of vital to understand most mods that have any kind of complexity. There is already a config setting specifically to disable it for a mod. I don't think removing it would be a smart idea tbh.You can still see it in debug =)
EDIT:
How "accurate" are the time estimates for covert operations meant to be? Case in point, I have an ongoing monster hunt that is said to finish in "several days", but which is still ongoing 2+ months later.
Also, like others have pointed out, the lack of income (apart from manufacturing+selling stuff to the resistance, and even that is lackluster) is a point of concern. I find myself unable to build any base facilities such as the workshop or the small radar because I simply don't have the funds and no ability to gain enough per month to get out of the negative. The only real influx I got was the one-time data vault mission, which came a month late becasue my team failed the handover the first time.
Glad to hear you're still ironing outthe bugs.OFC I do! I work on the project daily.
Glad to hear you're still ironing outthe bugs. WIll you be adding some kind of progress tracker to let players know how much of the planned content / arcs are already implemented?hm, probably =) Although, for now, it's like 80% of total effort is engine coding, so content is not in my focus at the very moment. Also, content is not very much decomposed to say that, like "mib arc 38% done" as I need to define what is 100% first. I have issue tracker on github and board on trello, but it's also more about engine. I have a tree for campaign progression in miro, but as it describes campaign in details, I trat it as a major spoiler for players and it is devs-only tool. Furthermore, I share progress in Discord, for now base personnel roles feature and stealth improvements are on the table.
The same way you turned it off, probably. Not a bug, don't worry about it.hm, probably I should disable it based on `ftaGame` property, to make it more closed =)
I've been having trouble with github lately so I hope you don't if I continue to poost bugs here.not a problem
Is this the right place for bug reports? Just trying out the mod right now, and something I noticed during the initial base defense :
I stunned the (former) commander, and whenever I am giving my soldiers/agents a move order (when the path is displayed but before actually comitting the move order) I get a "enemy spotted" notification which points to the unconcious commander:
https://abload.de/img/screen0008qk21.png
https://abload.de/img/screen001rmjmt.png
Is this intended?
On that account, it would be nice if "saving" the former commander would give some form of reward, maybe an unlock of some of the early research topics. Also, research progress is now checked on an hourly basis? Very helpful. Is this a user setting and/or available in vanilla OXCE or was this specifically added to FTA?I am also unable to access the techtree viewer despite it not being disabled in the vars.Nevermind, researchTreeDisabled: was the culprit. But why are there multiple options to disable the tech tree viewer to begin with?