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Messages - Starving Poet

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16
Released Mods / Re: Auto supply
« on: January 04, 2019, 10:04:29 pm »
I wrote an external program to do this, among other things.   It's not very user friendly and I won't do any hand holding, but if you want to bash your head against it:

https://github.com/StarvingPoet/xcomstats

17
The X-Com Files / Re: The X-Com Files - 0.9.7: Altered States
« on: December 19, 2018, 04:32:59 am »
Laser rifles will ping them down.  Gold shields are really strong versus piercing and concussive.

18
Released Mods / Re: New Mod Portal!
« on: November 08, 2018, 04:10:03 pm »
yeah, that's an option, but then you can't use filters on the side bar, and if integration becomes a thing it won't be visible there either.

19
Released Mods / Re: New Mod Portal!
« on: October 27, 2018, 04:47:58 pm »
Yeah, It's the master field in metadata.yml. I have a number of mods that are master independent, but an example I made is https://openxcom.mod.io/less-visually-dense-smoke


20
Released Mods / Re: New Mod Portal!
« on: October 24, 2018, 06:18:08 pm »
When adding mods, we need an option to make the base game UFO, TFTD or BOTH

21
Playthroughs / Re: New LP?
« on: October 02, 2018, 05:34:31 am »
I can't let Ivan go alone!

22
Basically, I'd like to allow a ctrl+right or ctrl+middle click to bring up the tech tree viewer for the specific item from the buy sell screen.

The idea is that it would be nice to know if you have all the research done for things, like live captures, in the post-battle loot screen.   Currently, the only way you can access this information is from the 'containment-full' screen post battle and that occurs after you have the option to setup your auto-sales.


23
The X-Com Files / Re: Early game research
« on: September 18, 2018, 06:03:12 pm »
One of the key non-spoiler hints in the early game is to research *anything* that even sounds vaguely bureaucratic.

And don't be afraid of slow progress - I did a deliberately unfocused research path on superhuman on my first playthrough and I came out fine.  A little behind the tech-curve, but nothing I would consider game ending.

24
Released Mods / Re: New Mod Portal!
« on: September 04, 2018, 05:57:26 pm »
Looking forward to the mod integration API in 2.0 

I think we definitely need an oxce/+ tag moving forward and potentially a Quality of Life tag, but I'm not 100% sold on the last one.

25
Open Feedback / Re: How to execute captured live aliens?
« on: August 31, 2018, 04:57:04 am »
You can't, unless you make a manufacturing sub-mod to convert the live biodrone to a corpse.

26
Help / Re: [Question] Modify current monthly score in a saved game
« on: August 17, 2018, 11:02:53 pm »
I don't know why they are stored differently, but they should add up.  Maybe it's just done that way to make the graphs faster.

27
Help / Re: [Question] Modify current monthly score in a saved game
« on: August 15, 2018, 05:15:27 pm »
You will have a score entry for every country.  Just pick a country and edit the bottom-most score entry in the array.

28
OXCE Suggestions OK / Re: [suggestion] Recruting Soldier pool
« on: August 11, 2018, 12:40:56 am »
The 100 limit isn't a soldier thing - that's just how many separate transfer entries you could have at one time.

29
XPiratez / Re: [MOD] Piratez Kills Flags v.2 with Soldier Types
« on: June 28, 2018, 10:12:58 pm »
Does it mean you are offering to help? Awesome! ;)

If I can scrounge up some free time!

30
The X-Com Files / Re: Asylum Apparations mission.
« on: June 27, 2018, 09:58:09 pm »
If people wanted to do fetch quests, they'd play an mmo.  ;)

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