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The X-Com Files / Re: [Help] Creating sub-mods for X-Com Files
« on: April 05, 2024, 01:50:42 am »
Thank you! That worked perfectly.
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Yeah, considering that these threads have the exact same name, the inspiration being drawn from there seems more than likely.
I personally prefer a separate threat for each issue and ideally also with a descriptive title. I think that makes it easier to keep the overview.
after the battle I lost quite valuabe items.
If you just need to know the oldest mission site, you can use the "Tracker" window.
Mission sites are sorted there by their creation time.
"Tasoth Factory" is the oldest, "Hybrid Storage Facility" is the youngest.
The UAC 4x hangar has 50 storage and when I was attacked in battlescape much of my precious items were scattered all over the ground in the hangar. after the battle I lost quite valuabe items. is this intentional to have the game this way?
Same holds true for regular hangar
Done.
https://github.com/MeridianOXC/OpenXcom/commit/254ecccacfafc3c80e2229b15c76231126cb576f
As mentioned above, it doesn't cover all possible cases, situations and combinations.
Done.
https://github.com/MeridianOXC/OpenXcom/commit/254ecccacfafc3c80e2229b15c76231126cb576f
As mentioned above, it doesn't cover all possible cases, situations and combinations.
No idea about the cheating in the topic title.
There is no console as such, but there is debug mode.
If you're into C++, I suppose the IDEs add some more supporting functionality, but I imagine that's not too relevant to your everyday modding needs.
Most of the lists you might want to check are already written into the savegames, which are plain text. Debug mode has some functions like showing globe regions or pedia bounding boxes, but not exactly the things you seem to have in mind.
Killing is Ctrl + D -> Ctrl + K, stunning Ctrl - J. You need to enable debug mode in options.cfg first.