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Messages - Ethereal

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301
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!

302
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?

303
He just wants the name of the base to be in the dialog window for completed research and production.

304
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 27, 2019, 09:56:21 pm »
Understood, thanks. Just have a situation where interrupt the construction of alien bases are not favorable, and the ship "delicious" landed. Have to let go.

305
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 27, 2019, 07:55:00 pm »
I don’t remember where I read it, but there was information that the interruptPercentage "alienMissions" also works on landing UFOs when you them ground assault. Is this true, or is there an additional termination parameter after ground assault?

306
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 24, 2019, 12:21:10 pm »
Just want more control over the game. For example, the spread of damage is more to do, the type of damage is changed, the probability of an explosion for each UFO is different, and so on. :)

307
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 24, 2019, 10:43:22 am »
RNG (180-250, HE)

Can this be taken out into an adjustable global option?

308
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 24, 2019, 09:41:46 am »
We all know that downed UFOs explode power units. And where is it regulated and what determines the strength of their explosion? And is it somehow regulated?

309
Released Mods / Re: Build mods from Ethereal.
« on: December 22, 2019, 04:52:26 am »
- Added 8 transports such as TRITON, thank you "Precentor Apollyon" for terrains.
- A new type of soldier - Tank operator. For them there is armor imitating 2x2 tanks.
- Partially cut out "Terrain Pack".

310
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 15, 2019, 09:46:03 pm »
Meridian, thanks to you and Stoddard. Waiting for updates.  :)

311
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 15, 2019, 10:59:13 am »
If you send me a pm with your craft map and load order, I can send you back an optimized version that should work for your needs without making significant changes.

Thank you for the offer, but I already did everything myself. On some ships (such as Sentinel, Tactical Lightning), in the with the current loading system, a vanishing tank has nowhere to go. Only on the roof.

312
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 14, 2019, 01:10:01 pm »
Apparently this is very difficult to implement. I, in turn, found a temporary solution - adding additional spawn cells. True, it looks monstrous when the tank is respawn on the roof of the ship.  :D I'd like to hope that this measure is really temporary.

313
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 14, 2019, 10:20:59 am »
Loading order is:
1. HWPs
2. 2x2 soldiers
3. 1x1 soldiers

Yes I know. It is in this that's the problem.

314
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: December 14, 2019, 01:05:45 am »
Tell me, does the option that changes the order of loading units into ships exist?

Still continue to disappear 2x2 soldiers on some ships. And all because they are loaded after loading HWP. With 1x1 HWP and 2x2 soldiers, need a different loading algorithm.

315
OXCE Support / Re: AI Behavior and Reaction
« on: December 12, 2019, 09:11:12 am »
To disable reaction shots you can use yscripts too, there is hook that detriment if weapon can react to movements, if you return 0 it will never do any thing.

Could you give more details? I have a bad English, and frankly, I don’t even know what to look for.
Add.
Probably means "XPIRATEZ_STEALTH_GUN". Perhaps this is an option for others, but not for mine. "reaction_unit.geReactionScore reaction_viewer;" means that the weapons in the second slot are also affected by this hook, which is very sad.

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