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Messages - Ethereal

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286
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 15, 2020, 07:09:33 am »
Thanks for the updates. Good work.

Regarding Auto-update. Microsoft recently announced the end of support for Win-7 and released the final patch, which caused users a lot of problems. I was saved from them by the fact that I have the habit of disabling Auto-update where possible and updating everything manually. Hopefully, Auto-update will not be in the future, the only way to upgrade?

287
Win 7 in 32bit? And so it is possible? I have a second computer with Win-7 64bit, but I mainly use it for video and Skype. Modding in Win-7 is hellish torment for me.

288
Yes, I'm too using Win32-XP SP3.

289
OXCE Suggestions Rejected / Re: [question] Is multifoor basescape possible?
« on: February 03, 2020, 06:48:16 am »
Meridian, in general, everything is correct, but no one asks to do unlimited by default. Let it be, but with the option in which each modder will decide how many bases will be in his mod - exactly, more or less than eight.

And it would have opened up a lot of opportunities - opening slots for bases as a result of research, the number of bases depending on the level of difficulty, modifications for playing with one base, opening slots for bases depending on the time of the game. And at the same time, for lovers of the classics, there are 8 by default.

290
OXCE Suggestions Rejected / Re: [question] Is multifoor basescape possible?
« on: February 02, 2020, 11:43:27 pm »
Unlimited quantity of bases will be easier.

Not only easier, but also highly desirable.

291
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: January 18, 2020, 06:53:39 am »
Newest Version is up now guys, it now come with TFTD Terrains converted so you just need to copy your TFTD/Maps and TFTD/ROUTES folder into this mod and they will work in game :)

You do not spelled out terrains ENTRY. Probably because it is incompatible with transports from UFO. Here is the solution to this problem. It’s just that now the transport ship does not appear on the map, and the landing party spawns at four points, without the possibility of escape.

292
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: January 17, 2020, 04:50:50 pm »
Very pity.
I did not want to implement mana ... but apparently have to.

293
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: January 17, 2020, 04:08:59 pm »
So people know it exists.
You don't expect players to have to browse through some large forum they aren't otherwise interested in, right? I mean it's possible, I've done this (for example for Dwarf Fortress mods), but it's kinda hellish.

I'll think about it. But not before the release of the option for "Fatigue" in OXCE.

Yes, I forgot. Here's a save to demonstrate the mod's capabilities.

294
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: January 17, 2020, 02:08:47 pm »
Time to publish the mod on the portal?

Why? You can download from here.

295
Released Mods / Re: [WIP][OXCE][UFO] Build mods from Ethereal.
« on: January 17, 2020, 10:26:28 am »
Update.

- "Terrain Pack" is removed and is no longer used.
- Used "Hybrid Globe - Vanilla" from luke83, for which many thanks to him!
- For underwater (conditionally) missions, all TFTD territories are used. (Thanks to luke83 and Precentor Apollyon)
- Missions can be performed anywhere, both on land and in water, without restrictions on ships, weapons and ammunition. I do not consider it necessary to introduce these restrictions, so as not to confuse the player (and himself) with unnecessary management.
- Added landscape sounds.
- Slightly reduced the effectiveness of infantry armor.
- Added 4 new TFTD style UFOs.
- Small balance changes, bug fixes and various little things.
- Added Aquatoid race. Now there are all races of UFO and TFTD.
- Mixed crews are now really mixed. "membersRandom" in all respects.

Add.

- Updated Hybrid Globe - Vanilla "from luke83.
- A friend asked to return the starting bonus for gold, because without it, according to his statement, it would not be possible to develop normally before meeting with large ships, against which the starting averation is absolutely useless, and serious contingents of terrorists, against whom more advanced armor and weapons are needed.

296
OXCE Suggestions Abandoned / Re: [Feedback] Fatigue?
« on: January 16, 2020, 01:42:58 pm »
Comments, ideas, flame-wars and other feedback is welcome.

Great idea. Do not forget about the possibility of relieving fatigue through soldierTransformation.

And by the way, on the mission of defending the base, fatigue should not extend in any way.

297
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: January 09, 2020, 08:26:03 am »
Meridian,  is it possible to change the color of the radar circles?

And yes, when passing under units hanging one level higher - they are visible during movement. It looks monstrous, although no errors are recorded. I don't expect I'll be able to clearly explain not knowing the language, but... Just try walking under the hovertank.

298
IDT Modding Hub / Re: Hybrid Globe - Vanilla
« on: December 31, 2019, 03:25:46 pm »
Sumptuously! Thank you so much for the release!

It’s a pity only with all this New Year’s mess, I won’t have time to test it before the new year. But in the new there will be something to do.

In the new year with a new hybrid globe! Hooray comrades!

299
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 31, 2019, 09:31:17 am »
Meridian, thanks so much for the update.
By the way, are the mods in the "standard" folder really needed? Does anyone use them? Those who update OXCE already have everything, and if not, they can be taken from the OpenXcom client if they are needed. Maybe should remove them from the OXCE archive?

300
He just wants the name of the base to be in the dialog window for completed research and production.

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