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Messages - davide

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1
Work In Progress / Re: [WIP][TFTD][MAP PACK] Maps from the Deep
« on: June 26, 2023, 01:40:41 am »

Exists some old strange "Grunge/Organic" style Alien USOs found on the strategycore xcom modding forum website.,
It was packed by Civilian, you  may found it here:
https://openxcom.org/forum/index.php/topic,4157.0.html

2
Work In Progress / Re: [WIP][TFTD][MAP PACK] Maps from the Deep
« on: June 26, 2023, 12:49:58 am »
Very good Job !!!! :P

Is it compatible with  TWoTS+ Release (v.2.56) ?
https://openxcom.org/forum/index.php/topic,5566.0.html

3
OXCE Suggestions DONE / Re: [DONE][Suggestion] Purchase from a country
« on: August 13, 2022, 02:35:38 am »
Implemented.

Code: [Select]
items:
  - type: STR_PISTOL
    requiresBuyCountry: STR_AUSTRALIA

thanks

4
OXCE Suggestions DONE / Re: [Suggestion] Purchase from a country
« on: July 23, 2022, 10:44:21 am »
Perhaps you just need to add a new optional attribute on the purchasable items to indicate the country of origin and filter them in the list of purchasable

5
OXCE Suggestions DONE / [DONE][Suggestion] Purchase from a country
« on: July 22, 2022, 10:08:41 am »
Slightly off topic but I came up with an association of ideas that could have some relevance and relevance to a possible implementation of the specific request as well ::)

I was reminded of the XCOM Apoc feature in which some goods were purchasable by some corporations and if you were in conflict with them you could not buy anything (Marsec-flying armor suit?). In OpenXcom we don't have corporations but there are countries, if they are controlled by aliens you can't buy anything. It could be an additional motivation free country under alien control in order to obtain otherwise unavailable items

6
In the past I tried to mergeed the redv's branch
https://github.com/OpenXcom/OpenXcom/compare/master...redv:active_base_defense
on the oxce one but by now the code was very different and knowing it little I didn't succeed.

At that time we discussed about to diversify in some way the basic defense missions by blocking the aliens on the surface and then fighting in different terrains.
 Even with two-level base structures thanks to an improvement by ohartenstein23 if I remember correctly

7
OXCE Suggestions OK / Re: [Suggestion] Unit Teleport
« on: July 17, 2022, 01:37:57 pm »
Although I am enthusiastic about this proposal, for completeness I also want to share an observation concerning the possibility of teleporting soldiers controlled by the human player via a portable object. There was a Dimension Gate spell in Baldurs Gate that was removed because it created problems if the map had triggers in certain locations on the map. It is an eventuality to be taken into account even if not totally blocking, let's say that if a map has triggers the teleport objects are automatically disabled for 1000 turns. Enemies controlled by the engine do not raise map triggers so this is not the problem for them

 :o
I didn't remember this at all:
XCOM3 personal teleporter
https://www.ufopaedia.org/index.php/Personal_Teleporter

Aliens that could be teleport in XCOM universe: Avatar and Scout
https://screenrant.com/xcom-all-alien-types-enemy-unknown-chimera-squad/

I bought all modern xcom games on steam ... but I haven't started them as I'm still playing OpenXcom .... ;D

8
OXCE Suggestions OK / Re: [Suggestion] Unit Teleport
« on: July 17, 2022, 11:57:04 am »
Map teleport object from Heroes of Might of Magic (III):
https://heroes.thelazy.net/index.php/Adventure_Map

I saw this images on our forum frome here:
https://openxcom.org/forum/index.php/topic,10027.msg144476.html#msg144476
that are suitable perhaps:

9
OXCE Suggestions OK / Re: [Suggestion] Unit Teleport
« on: July 15, 2022, 01:47:03 pm »
The other part is to modify the path finding routines of the characters managed by the engine to randomly alternate the normal path finding routines with that of warp.

As a brain storm of analysis,
- it would be useful to foresee the possibility of inhibiting this possibility for n turns.

- it would be interesting to have objects similar to fixed portals on the map that allow a jump, perhaps activated with some game conditions.

10
OXCE Suggestions OK / Re: [Suggestion] Unit Teleport
« on: July 14, 2022, 02:49:48 pm »
While waiting for this feature it will be better to stock up on proximity mines and maybe other types of traps ... maybe you would also need a new type that once it hits a subject prevents it from teleport-type jumps for n turns :P

11
OXCE Suggestions OK / Re: [Suggestion] Unit Teleport
« on: July 14, 2022, 02:44:22 pm »
In a mod type X-Chronicles, there could be magic wands that allow you to perform max n jumps, 1 in turn, consuming TU perhaps depending on the distance of the jump

Some alien terror units may have the random ability limited to one occurrence per turn to perform a teleport jump to a vacant cell at a certain distance. Also in this scenario, TUs should be partially consumed

Obviously it is a difficult feature to implement but consistent with the game engine you are developing with OXCE ;)

12
Hi there :)
I hope you did improve your english in all those years. ;)

 :o ::) ;D ;D

...I think it still takes a few centuries...


13
Hi,
I am still here after so many years, ;D
thanks for keeping your mods alive :)
Do you plan to integrate the extended community map pack as well?

14
Help / Re: Mod content: powers of light and dark.
« on: February 04, 2022, 09:21:35 am »
option 2  :P

15
Released Mods / Re: [OXC] XCOM Terrain Pack version 1.0.0
« on: January 28, 2022, 02:51:27 pm »
welcome back hobbes, I am very happy that you are returning to donate your contributions. :)

I tried browsing github but the repository is still private ::)

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