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OXCE Suggestions DONE / Re: [Suggestion] Show reason(s) why facility cannot be dismantled
« on: March 10, 2023, 01:30:43 pm »
I suggest the first error message to be a storage space check.
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Found out about this mod. Looks great to play!Thanks! I hope you are enjoying it!
Been playing Twots and Piratez before this one so I probably will get the hang of most of the new mechanics.
Picked this up today again. Stumbled on Yeti playing it. Do you intend to integrate the commendations mod in future into this mod?It is one of the things I would like to include someday, but it is likely to never happen unless someone else builds a working model for me to tweak. The first thing I want to include which might never happen is proper integration with Community Map Project's vanilla expanded geoscape.
Found some people playing your mod on a video website and it made me want to get xcom again to try it out. Will probably have some questions/bug reports etc -- I assume this thread is the proper place for that?This place works for reports, but you can get a faster response by pinging me on Discord. My contact details are in the metadata file.
I'm not a very experienced xcom player so forgive me if I misunderstand some features.
1) Bug(?) Psi Lab conflict with barracks training -2) I tried using the grenade launcher as it seemed like it would be useful for indirect fire/arcing a grenade over buildings etc.Spoiler:
After trying the launcher a couple times I stopped using it so maybe I am mistaken about it but it seems like normal grenades are superior in every way? A normal grenade can be thrown much further and with more accuracy, the AE gren can be thrown even further. The grenade launcher requires as much TU as priming/throwing a normal 'nade but is extremely inaccurate after a certain range. Am I missing something that makes the gren launcher better than normal throwing grenades?
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Really enjoying the mod, any questions I have are because I like the mod enough to actually take the time to ask so that I can better understand the mechanics.
Cheers
Found a bug on this map. Sectoid couldn't move out of that corner. The chair is blocking his move. Tested it in other wing. Same discovery.Thank you for the report! I have determined why this bug was occurring and it will be fixed in the next update.
My comments so far. I am in August of the second run and it is the invasion season. It has been a beautiful run so far. My earlier experience helped me to avoid some areas and beeline directly for certain areas. I am happy to see that it is much easier to find materials. I am yet to start building my flagship but I look forward to using my spreadsheet again. Delighted with space management. I also found myself enjoying and sometimes preferring night missions due to the PSI and Night armours (not the starter pack).I am so happy to hear you are enjoying the mod!
I am also happy with the mods for recolouring the PSI armour (Redshirt) and the Assassin armour (white looks very lovely). I have no area where I find fault with this mod's gameplay. I wholeheartedly endorse this mod. One other thing that came to my mind - I played on Experienced level and totally bypassed Alloy Weapons. I did however use a lot of AE grenades.
New learning for me in this run - Celatids can see through smoke and are dangerous, very dangerous.
Hi everybody,
Is there a mod that gives incendiary rounds more direct hit damage? Kind of silly taking a rocket in the face doesn't cause massive damage on impact. Another thing that would make it more realistic is getting caught on fire should cause panic.
Two questions:1.) Mapview 1
1. What tool was in the preview screenshot?
2. If you want to reduce base tiles, and maps need to be remade anyway, why not reduce 12 tiles of laser/plasma/fusionball defenses tiles to 7?
4 common floor quarters overlaid on floor (with the same 4 death tiles overlaid on broken floor too) + 1 for each object. Because the object part is pixel-by-pixel identical across each set, and the 4-part pods under them are identical for plasma and fusionball; for laser close enough, seems an earlier version.
Using openxcom extended, and x-com files. Unsure if this is more a openxcom extended issue or not. so I made a rule file, put it in its own folder, even got the metadata.yml for it. I said the master was x-com files, The openxcom wiki https://www.ufopaedia.org/index.php/Rulesets_(OpenXcom) said near the bottom of the page i need to edit the 'options.cfg' file to add an aditional ruleset, which may be easier than what I am doing. however, there is nothing about any rulesets in the 'options.cfg' Either way, this is the .rul file.Code: [Select]- name: STR_FREE_POINTS
Upon activating that mod in game I get the following error:
cost: 1
points: 6000000Code: [Select]yaml-cpp: error at line 2, column 9: illegal map value
Any idea what is causing the error?
To clarify in advanced: I am trying to make a ruleset that adds a research to add score so I can salvage my game without loading an earlier save.
research:
- name: STR_FREE_POINTS
cost: 1
points: 6000000
OXC/OXCE does the check every full hour.
It's just as irritating as every 5 minutes.
And it doesn't help at all... maybe you are an exception... but literally all players I've seen on youtube and twitch get this popup basically all the time. Then they sell just enough stuff to be able to continue (because everyone naturally wants to keep the stuff they fought so hard for), meaning after the next mission or after something is manufactured, they get the popup again. And again, and again, and again...
This feature alone has collectively wasted centuries of our lives.
My heart is broken every time I see players struggling with it.