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Messages - Ascadix

Pages: [1] 2 3 ... 6
1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 08, 2018, 12:10:40 am »
v2.1 -> sprite pb

Hi,

It seems that sprites for "Gauss weapons" and "Railgun" are inverted in v2.1


2
For the OpenXCom engine.

To me it make some sens that when you "kill" an alien to make some space in the containment, you got a corps, the alien does not simply vanish.

3
Ok, thank you.

Do you think it could be a good candidate for a new entry in the wishlist ?

In vanilia, not such use, but with some mod like FMP where corps are of certain value for extraction/manufacturing ?

4
Hello,

Currently playing nightly OpenXCom + FinalModPack

When "researching" an alien, at the end the alien is turned into 1 corps in storage.

But ... when i "remove" an alien from alien containment" it simply disapear, without giving me 1 corps in storage.

Is there any global option or mod parameter to control this ?

I would like to been able to "kill" alien in containment and get 1 corps for each.


Thanks for ideas and informations.

5
Open Feedback / "Kill" instead of "remove" alien from containment
« on: October 31, 2016, 11:54:59 pm »
Hello,

Is it possible to get corps from alien in containment by "killing" them instead of "removing" ?

Thanks

6
Troubleshooting / No corps from alien "removed" from containment
« on: October 28, 2016, 11:47:12 pm »
 Hi,

When i "remove" an alien from the containment, i got no corps in stock inventory.

Too bad with mod like FMP where some corps (liek floaters, sectopods, cyberdisk) are of great value to be disasembled.

Is it a mod optiojn (currently playing FMP) or a global option (XCom, n ightly build) or not possible ?

Thanks

7
XPiratez / Re: Modular HWP suggestion
« on: October 19, 2016, 11:41:35 pm »
For example, Tank/Autocannon could be assembled from tank/track chassis and tank AC turret for 5 WH. Same for disassembling.
This will give more tactical and economical flexibility and also looks realistic.

There is already this assembling/deassembling in some mod.
Seems to me that one of the first was this:

" XCom Armory Expanded"
https://openxcom.org/forum/index.php?topic=2675.0


8
See description of options and look for "changeValueByMouseWheel" in the table.

Yesss  :D

Thank you.

I don't remember having changed this value a long time ago, but since it is "0" by default and i have re-installed  OpenXcom in new folder to support new mod folder tree, i've probably lost mouse wheel at that time.

9
Hello,

a little pb i have since some time  (before the summer holidays).

Actually, build 2016-09-25 on Win 7 U amd64, fresh install of the OS.

In OpenXcom, mouse wheel work for scroling in long list, but there is no effect when scroling while cursor is on an increase/ decrease button.

What can i do for this ?
I have the pb with the basic Windows mouse driver as well as the OEM driver.


Another question ... is there any key-combination to jump quantity by huge amount ( like : ctrl-clic -> +/- 100 items ) ?
Thanks

10
Hardmode Expansion / Re: [UFO]Darkened UFO Vanilla Variants - 1.0
« on: February 15, 2016, 12:20:42 am »
I like all those mod that add varit ywithout changing too much the game spirit.


Too bad i have soooo litle time to play OpenXCom actualy.

12
Hello,

If it's stuned/dead, it is laying on the floor like the carpet in the middle of your room.  ;D

So the cursor no longer blink on that position.

13
Troubleshooting / Re: [REQ] openxcom nightly build around oct 3rd.
« on: December 04, 2014, 09:52:47 pm »
I just uploade the openxcom_git_master_2014_10_12_1240.zip

It's the version i switch back to when a recent nightly crash with a mod i use.

14
Troubleshooting / Re: [REQ] openxcom nightly build around oct 3rd.
« on: December 02, 2014, 09:28:54 pm »
Hello,

I put the 2 most relevant ZIP i have on my DropBox:

https://www.dropbox.com/sh/wn8nsq2vhmbs8oq/AABlbxmwx5iDhiqNNtIQ4otca?dl=0

15
Suggestions / Re: producedItems list in Manufacture
« on: November 10, 2014, 06:00:17 pm »
Oh yess

+1



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