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Messages - Ethereal

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466
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 28, 2018, 08:53:21 pm »
Meridian, what other plans?
By the way, it would be good "Readme.txt" to upgrade, write there all the available options for rules files. And then I heard something about anti-camouflage, but found none and even impossible to understand, it exists or not?

467
Suggestions / Re: Statistics soldiers
« on: June 28, 2018, 04:19:58 pm »
I again about statistics. In the file with 6 megabytes of storage, the statistics takes 4 megabytes. Comrades programmers, is not it time to remake the statistics of soldiers, making it less voluminous?

468
OXCE Suggestions DONE / Re: Hunter-killer
« on: June 24, 2018, 08:58:34 am »
@robin: I can't find any issues with stuck HKs... maybe it's because of missing radarRange? Can you try again after you give them radarRange and if you still have issues, give me a save or a video or something for me to see how you did it...?

And I understood what's wrong. At HK escort the goal is to accompany a certain UFO and attack the X-COM aircraft in the range of the radar. If the escorted ship has crashed or landed, the escort hangs over it. When the principal completed the mission and flew away, only then the escort mission ends. HK also flies but after a while. In missions (RESEARCH, HARVEST, ABDUCTION), the escort ship, after the disappearance of the main ship, begins to carry out the same mission (something is looking for, landing), and only then flies away.

I do not think that there is anything to correct. So even more interesting. Especially if it is not visible circles enemy radar and do not know that the landed ship - HK, and you guide defenseless transport on him.  :D It would be nice if the HK was to take off for the attack.

469
OXCE Suggestions DONE / Re: Hunter-killer
« on: June 23, 2018, 08:29:39 pm »
Just make escorts quicker... that's how it works in real life and the only way it makes sense.
Faster craft escort slower craft... fighter jets escort freighters... freighters don't escort fighter jets.

It's clear. Simply in the original, the larger the UFO, the higher its speed. And to simulate the escort of large transports by light fighters is difficult. Probably will have to change the concept.

What scenario do you have for zeppellins escorting a millenium falcon?

I did not quite understand, or rather did not understand at all, about the connection of zeppelins with falcons, but oh well.

Yes, one remark, with "huntBehavior: 1". If HK attacks a patrolling ship with an escort, then after the attacker HK is destroyed, and the patrolling and his escort, without orders and notifications, begin to return to the base.

470
OXCE Suggestions DONE / Re: Hunter-killer
« on: June 23, 2018, 07:31:49 pm »
2/ if one is shot down, the other should attack you immediately, no? but yeah, it is a scenario I probably didn't think of and will need to be addressed

Yes, it's time to think about fighting with several UFOs at the same time. and simultaneously equalize the speed at UFO escort (which would check the speed of both the escort and the escorted ship, so that a slower escort would not lag behind the one whom it should accompany (With the supply mission, everything is in order. With the rest, the speed is different.)).

471
OXCE Suggestions DONE / Re: Hunter-killer
« on: June 23, 2018, 12:40:39 pm »
finally, no radar circle is drawn despite having the option enabled.

Radius of radars in UFOs should be indicated in the characteristics of the UFOs themselves.

Code: [Select]
  - type: STR_SMALL_SCOUT
    radarRange: 600

  - type: STR_HARVESTER
    radarRange: 700

Etc.

472
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 21, 2018, 11:57:12 am »
All shader files in the latest OXCE+ are identical with the latest OXC nightly.

If you have differences, you are either using an old version or haven't installed correctly. Or maybe didn't compare correctly.

Understandably. Just the date the files were modified is confused.


It seems to work fine for me, for example with this ruleset:

Can you post ruleset, which doesn't work?

Working. Moreover, I found where I was mistaken. Thank you!

473
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 21, 2018, 05:46:05 am »
Fine work, Meridian. There is a question. The files in "\ common \ Shaders" are different from the latest version of openxcom. For full-fledged work it is necessary to use original openxcom files, or yours from OXCE +? I have not yet encountered errors, but I would like to know all the same.

Oh yes, the transformation of soldiers only works with corpses. Judging by the option, it must with live, but live transformation only clones, even with "createsClone: false". And with all the statistics.

474
OpenXcom Extended / Re: [OXCE] OpenXcom Extended
« on: June 18, 2018, 07:09:30 am »
Hi, Yankes, maybe you are interested in this proposal?
https://openxcom.org/forum/index.php/topic,4187.msg98086.html#msg98086
The translator creaked and smoked, but I'm still not sure that everything has been translated correctly.

475
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 18, 2018, 06:50:03 am »
SupSuper, Warboy, Yankes, ...

It's strange and sad that you are not interested. You have done so much! I will try to address the specified people.

476
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 17, 2018, 05:11:15 pm »
It can be done, but I have no interest in that... maybe someone else.

It's a pity. Can you tell, who can I contact with a similar idea?

PS: every time I look at your screenshots, I die a little inside... starting reactions 70, starting firing/throwing/melee 110? RIP xcom :(

Correctly. In x-com recruit the best military experts of the Earth, and not people from the streets who escaped conscription into the army.

477
OpenXcom Extended / Re: [OXCE+] Original discussion thread
« on: June 17, 2018, 03:38:42 pm »
I do not know where to turn, I'll write here. You can make a counter display stun as well as displaying the total number of those killed? For example, that would be displayed and killed and stunned (with (soldierDiaries: false)). Can also total number of successful psionic attacks. The place for this is on the panel.

Spoiler:
Не знаю куда обратится, напишу здесь. Можно сделать отображение счётчика оглушенных противников так же, как отображение общего числа убитых? Например, что бы отображались и убитые и оглушенные (при (soldierDiaries: false)).  Можно ещё и общее количество успешных псионических атак. Место под это есть на панели.

478
OXCE Suggestions DONE / Re: New game setup and pilots
« on: June 12, 2018, 10:58:20 pm »
Well, the fact that a bad pilot can break even a very good plane is a fact. So the balance of bonus characteristics should be both negative and positive.

But what about statistics ... it does not exist. It would be good to introduce statistics for the pilots - what did they fly on, how many sorties, how many and what UFOs were shot down.

479
OXCE Suggestions DONE / Re: New game setup and pilots
« on: June 10, 2018, 05:57:43 pm »
They should not wear armor at all. And it would be nice if they did not take part in the battle.

By the way, the charactoristics, to which the ships have a bonus, is not enough. It would be nice to add more bonus hit points, power and speed.

480
Cool! I hope the final package will include both versions of the nine-cell hangar. In view of the fact that they occupy the place of 9 unicellular hangars, it will have to connect additional functions, and there will be enough of them for several versions of the hangars.

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