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Messages - Bonakva

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61
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 13, 2022, 09:58:49 pm »
No what?
That's what I was talking about.

Can you tell me how to add a backpack to a particular armor?

62
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 12, 2022, 09:24:59 pm »
No melee values for power armor

63
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 12, 2022, 04:00:49 pm »
I see, well, that's okay.

I need help on how to edit the save version 23 for 24.
More countries!!! More money for the god of money....

64
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 12, 2022, 03:33:38 pm »
Sol, why can't a synthetic suit be used underwater now? I always imagined it was a living suit...  that breathes underwater...

65
The X-Com Files / Re: The X-Com Files - 2.4: Flesh and Circuitry
« on: April 10, 2022, 04:12:52 am »
Sol, add to the game disposable grenade launchers (Faustpatron, m72 law, RPG-18 Mukha) The game lacks grenade launchers on the type of shot and forget.

66
The X-Com Files / Re: The X-Com Files - 2.3: Rise of The Cultists
« on: April 07, 2022, 05:17:18 am »
Three reinforcements in a row on a mission with the gold tower isn't too much?
Squads appeared on all sides. I was trapped.

67
What's wrong?

68
The X-Com Files / Re: The X-Com Files online Wiki
« on: April 05, 2022, 01:10:02 am »
I need an explanation. What does "stat max", "training max" and "starting max" mean? What values are we talking about?

I used to use this to compare weapons https://openxcom.org/forum/index.php?topic=8229.0
A very handy program. The wiki site has an analogue. Looks neat, but not without its flaws. I would like customizable soldier characteristics, as well as the ability to remove unnecessary graphics. For example I want to compare the two weapons only a snap shot

69
The X-Com Files / Re: The X-Com Files - 2.3: Rise of The Cultists
« on: April 04, 2022, 07:54:19 pm »
Modify the personalLight parameter on the armour.
Note that in most cases your units do not actually give enough light to count as illuminated - the light is only for the player to see them better.
OUTRUNNER shines quite well. So good that it immediately collects all the shots

70
The X-Com Files / Re: The X-Com Files - 2.3: Rise of The Cultists
« on: April 04, 2022, 06:48:17 pm »
How do I turn off the default light on some units? It pisses me off that my units glow from the first turn like a Christmas tree...

71
The X-Com Files / What is it?
« on: April 03, 2022, 08:15:00 pm »

72
The X-Com Files / What is a position marker for?
« on: April 02, 2022, 11:53:22 pm »
What is a position marker for?

73
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: April 02, 2022, 05:41:07 pm »
Suggestion
Quick change of vehicle equipment on keys 1-9 by analogy with the equipment of a soldier

74
The X-Com Files / Re: Armor Vest camo patterns
« on: April 01, 2022, 12:52:31 am »
Perhaps he meant color schemes independent of the map.

Different colors can be implemented as an armored vest with a shield. The player would be able to choose a specific color himself. 3-4 colors will be more than enough blue, green, red, yellow.

75
Suggestions / Re: Mod request: TFTD minimap colors
« on: August 22, 2021, 01:51:51 pm »
good t' hear :^)
Waited for it)
Now share the mod))

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