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Messages - Ethereal

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31
OpenXcom Extended / Re: [Suggestion] Inventory slots per armor
« on: January 21, 2019, 02:32:06 am »
You know better. And then "for lack of interest.", and how does he emerge - at once in refusal. Do not want to enter - do not enter. Implement can a separate mod that can be installed and removed at will without touching the rest. It will not be superfluous.

32
OpenXcom Extended / Re: [Suggestion] Inventory slots per armor
« on: January 20, 2019, 06:26:01 pm »
For now, it's not going to be merged into the main branch... for lack of interest.

No matter how it was implemented - i support such innovations. Moreover... Since the script is, what prevents the introduction of this option in OXCE? Additional features for modding - it's always good.

33
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 16, 2019, 08:58:08 pm »
Got it! Wow self destruct, this is something new and funny. :) Thanks for fast fix and reply. By the way, new question regardless dog fight phase - when it starts there is no more option to minimize window and go to world map. Is it possible to add this in case if you forgot send you escort from nearest base? But I guess this is will break game algorithm and mechanics. Just a question, anyway ;)

Self-destruction is active only if there is no way to escape from an overly aggressive UFO - hunter-killer. In a normal intercept all remained as before.

34
OpenXcom Extended / Re: OXCE Future plans
« on: January 14, 2019, 11:56:24 pm »
This is again a return to the topic of the Extender. And to OpenXcom. I've offered to investigate it many times, but it was the voice of a screaming man in the desert.

Meridian, I've always asked you to explore old mods. There many interesting things. What's in the https://www.ufopaedia.org/index.php/UFOextender, what's here. A lot of small amenities that create overall comfort. Most of the options you have already been implemented, but not all.

35
OpenXcom Extended / Re: [DONE] [Feedback] [Documentation] Hunter-killer
« on: January 12, 2019, 06:46:20 pm »
Alright, back to manually activated self-destruct button then...

Taran, of course, preferable, in the absence of the ship X-COM opportunities to return fire(only when a single intercept - not a group). If that's the only way, let there be self-destruction.

36
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 11, 2019, 08:11:39 am »
As for self destruction - I'm not sure, but the fact that HK will go to ram the ship, which is not able to destroy by conventional means-a great idea. The ram must of course be fatal for the X-COM ship in 100% of cases.

37
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 10, 2019, 07:02:57 pm »
I agree with you. But it happens that the transport just a lot of HP. Implementing my offer will save a lot of time for the player.

38
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 10, 2019, 06:24:51 pm »
Speaking of ideas. Required in air combat with the HK one on one, to make the automatic destruction of the ship X-COM, if the velocity of the ship X-COM is lower than that of the UFO(no possibility to fly away), and he'd run out of all ammo or no weapons.

There were cases when, thanks to the modules, the evasion of the transport ship exceeded the accuracy of UFOs. Or the rate of UFO fire and damage did not allow to break through the energy shield of unarmed transport. In these cases, the air battle becomes endless.

Yes I know. Transports should accompany the interceptors, but at the beginning of the game, these interceptors can be destroyed even by small UFOs, and transport, hung with protective modules, can be impenetrable for small UFOs.

39
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: January 07, 2019, 02:40:30 pm »
Today I discovered a bug (not sure) - if you escorting you transport ship on the mission and get attacked by alien hunter UFO, both aircrafts lose their destination after successful dog  fight and turning back to their base, so you need point you Skyranger again on mission objective at the map and re-escort it with you Interceptor.

  The crew of the transport ship,                                                       
  - Fuck it all! On the approach are attacking! Turn back!
  Fighter pilot,
  - Hey, where are you going?!
  The crew of the transport ship,
  - Home!
  Fighter pilot,
  - Then accompany yourself!
A typical mess in the ranks of the retreating army. :D

Hey Meridian, how about returning to base not only soldiers from destroyed Skyranger but their equipment too, at least what they're carrying on themselves? It's kinda unfair what they're evacuates but drop their staff. Just suggestion anyway.

If this equipment is not secret, then it is not a pity to quit. And if the secret, then it is wise to destroy it on the spot, so that it does not get to aliens, terrorists, or some other hooligans.


40
Released Mods / Re: Build mods from Ethereal.
« on: December 22, 2018, 08:53:30 pm »
- Lots of balance changes.
- Fixed bugs I found.
- Implemented some new OXCE function features.
- The KIT includes OXCE 5.2.

The mod is made by modifying the base. I advise you to disable automatic updates of OpenXcom and OXCE.
The mod is made in the Windows operating system, and no other operating systems I do not have.

41
Released Mods / Re: Build mods from Ethereal.
« on: December 13, 2018, 12:32:23 am »
Thank you very much, Meridian.
Trouble with the display of armor in ufopedia corrected himself. In the next update will be. However I will do it not earlier new version of OXCE+. By the way, roughly when it will be released?

42
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: December 12, 2018, 10:17:04 pm »
@Ethereal
I have converted all 24bit images from your mod (the latest available on the forum) to 8bit images.
You can find them in the attachment.

Thank you very much!
Unfortunately, I lost the battle with Photoshop as it was my first experience with it. I can not get him to save files in "png" format.

43
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: December 10, 2018, 12:50:57 am »
You don't know how to convert them into 8bit graphics?

I can help with that if you want... I assumed all modders know how to work with xcom palettes.

I made a small tutorial for luke83 here, maybe it helps you too: https://openxcom.org/forum/index.php/topic,6750.msg107256.html#msg107256

Thank you, of course, but it won't help me much. I don't know English. I'll try using Photoshop to do it. It'll work out eventually.

44
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: December 10, 2018, 12:28:17 am »
I don't know what the arguments, but... I have nothing to replace the images that are not working in the new version. That's the whole point. Apparently I will have to continue using version 5.0. Until find a replacement.

45
OpenXcom Extended / Re: OpenXcom Extended (OXCE) main thread
« on: December 10, 2018, 12:04:39 am »
For what reason?

Did something break?
(except for not loading 24bit images... which were not and still are not supported)

It's broken, from my point of view. I have are worth both version of. In version 5.0, images work, but in version 5.1 - they don't. The theoretical knowledge that they should not work does not change anything. The fact remains - in version 5.1 there are some changes that lead to the error of previously working images.

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