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Messages - Nord

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1
Released Mods / Re: X-Chronicles Release, v.1.4
« on: August 30, 2024, 10:21:29 am »
I unlocked spiritist/spiritualist as specialization but I can not figure out how to make them summon units, I tried runnin oxce 9.7.7 but the mod says it need oxce 9.12 or higher to be enabeled. so this needs a fix I suppose. for the record I am mainly playing on brutal OXCE.
Not sure about brutal compatibility.
For summoning items you can search techtree for "totem"

2
Released Mods / Re: X-Chronicles Release, v.1.4
« on: August 22, 2024, 11:03:56 am »
I finished my submod basically reducing majority of the research down to 50%, now for fomality sake I would like to get permission to upload it here Nord.
If you want.
But using mod.io will be better.

3
Question: what will be, if base does not have proper item when event happens?

4
OXCE Support / Re: [Suggestion] Divide buy time from transfer time.
« on: August 17, 2024, 10:10:26 pm »
Oh, great. I was confused by ufopaedia.org description.
Thanks for clarification.

5
OXCE Support / [Solved] Divide buy time from transfer time.
« on: August 17, 2024, 11:48:58 am »
Now, there is one parameter for transfer between bases and for waiting purchased items. Will be great do divide one from another, maybe with additional rule, like "buyTime: 24", which will override transferTime during item purchases.

6
Released Mods / Re: X-Chronicles Release, v.1.4
« on: August 15, 2024, 06:21:50 pm »
Started test-play, found some weak points. Will redone some research in early game.
Another idea I believe I possibly mentioned before but I would love to see xcom reloadabe wands guns
No. It is intended.

7
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61)
« on: August 12, 2024, 09:25:04 pm »
...They are also the easiest way to kill lobsters.
These armored jars must have natural weakness to can openers. :)

8
Thanks.

9
OXCE Support Y-scripts / Re: [question] Scripted enviro-effect.
« on: August 04, 2024, 02:14:45 am »
If I recall correctly each environment effect is specific item, and on this item you can put custom tags or scripts.
As mentioned here, this item properties are not accessible via script.
On the other side, i've not tried to put script into item directly. Will try. Thanks.
Upd: have tryed. Does'nt work. :( So, at this moment there is no way to make script that will take variable from geoscape through anything?

10
OXCE Support Y-scripts / [question] Scripted enviro-effect.
« on: August 03, 2024, 05:16:06 am »
I try to create scripted effect, acting each turn for every unit. It is simple, but my script must be different for different mission types.
And here i stuck:
How to transfer mission parameter to scripts?
Enviroeffects, as i know, does not provide weaponitem properties, so it can not be used.
There is no script command to access terrain type.
Maybe i can define some tag  in geoscape, that can be seen from battle?

11
Help / Re: How to add folders to Ufopaedia
« on: August 02, 2024, 02:28:38 am »
Main feature of oxc scripts - they consider all variable names as strings. So you must redefine string "back0x.scr" with your own internal picture. Like this:
Code: [Select]
extraSprites:
  - typeSingle: BACK09.SCR #ufopedia facilities background
    fileSingle: Resources/UI/UP_BORD2.png

12
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61)
« on: August 01, 2024, 03:09:27 pm »
hat's a lot of things to think about. Thanks. I'll try to find some time for this, but not in this month.

13
Help / Re: How to add folders to Ufopaedia
« on: July 30, 2024, 02:32:03 am »
New backgrounds must be defined as BACK01.SCR-BACK17.SCR in your etrasprites. You can look at each of these "back" in ufopaedia site.

14
Will be great if "powerRangeThreshold" and "powerRangeReduction" will work in same manner too.

15
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61)
« on: July 26, 2024, 08:02:24 am »
I wonder why do the XCOM fighters have to risk lives entering underwater bases full off dangerous creeps and downed UFOs instead of dropping powerful bombs.
1. Because bases placed under the sea bottom, deep in the ground.
2. For precious loot.

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