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Messages - Biggieboy

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211
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 09, 2017, 09:28:10 pm »
Sorry, I don't see a reason to add " (with mod)." after each line in the changelog.

... because yes, it applies to everything.

Its simple, write the first line "all features need mods" or somthin.. Sorry, not everybody modder.

212
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 09, 2017, 09:17:46 pm »
Think in this way. OpenXcom is a engine that have some improvements, but it is basically "vanilla" Xcom we all know and love. It let you run the game, and yes, some mods too, but only in the framework of the original game mechanism.

 OXCE and OXCE+ are modifications, addons, improvements, or whatever you want to name it, that let you do some other stuff that in "vanilla" OXC is not possible. This is, it add some other mechanisms that are not in the normal game. But, you need a mod that use those mechanisms for these to work. OXCE and OXCE+ are not mods for the game, but for the engine.

One example of this is the possibility to add pilots to the ships. It is not a vainilla feature, and is very hard that you will see it in OpenXcom in the short place (Or ever). But OXCE+ add this possibility. The thing here is the word possibility. If you´re a modder, you can use it in your mod, but if you don´t want, you don´t. It is the same with OXCE and training soldiers.

I hope this help to clarify some misunderstandings.

Im not modder, im just user. So this "You can train your solders basic skills." meaning for me "You can play a game, click th soldier, train it. Or build/research building for training". I dont know how i know need mod. But now understand.

213
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 09, 2017, 09:08:57 pm »
With engine edits, most of what's being added is the possibility to do these things through mods; the mechanics of training soldier stats besides Psi Skill at a base facility are in OXCE, but are not used until a mod defines a facility that uses them.  Examples of mods that do this are Piratez and X-Com Files, since they both run on the OXCE+ engine.  In order to use this feature in the base game, you need to write a small mod that tells the engine you want a facility to train your soldiers.

Thats correct answer!

And need to chang this:

"You can train your solders basic skills."

To this:

"You can train your solders basic skills. (with mod)"

214
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 09, 2017, 08:36:56 pm »
No, you can use your existing save.

For example "PirateZ" or "X-Com Files" have training facilities.

You need OpenXcom Extended (OXCE) or OpenXcom Extended Plus (OXCE+) for this feature; OpenXcom nightly is not enough.

1. Install OXCE+
2. Write a small mod that adds training capacity for example to living quarters (see OXCE documentation or inspire yourself by mods I listed above)
3. Enable mod

Thank you!

But, OCXE feature this:
1.6:
You can train your solders basic skills.
Aliens weapon types/weapons can have different turn restriction.
You can rename weapon slot names in geoscape craft info.

So, why need other mod for training? Its not inside OCXE?

215
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 09, 2017, 05:29:40 am »
You can do this by writing your own mini-mod... or using an existing mod which is already doing it.
Yes, you need a building (either new or existing one).
It's not an option.

Sorry can you give me the steps? I load my save from openycom nightly and i dont see building? Whish mod is this? Or need new game?

Thank you!

216
OpenXcom Extended / Re: [EXE] OpenXcom Extended
« on: February 09, 2017, 12:40:31 am »
"You can train your solders basic skills."

How can i do this? Need building? Where is this option?

217
Programming / Re: Nightly Updater (Download Now Available)
« on: February 08, 2017, 11:47:58 pm »
Its not work? game not found error

218
Suggestions / Re: Advanced autosave
« on: February 07, 2017, 11:41:55 pm »
The idea of using hotkeys is good... and has been used already on other places... like here: https://openxcom.org/forum/index.php/topic,4747.msg69139.html#msg69139

It's the idea of frequent saving, which is disturbing for 99.8% of us.
Xcom is about saving as little as necessary for most of us... not the other way around.

Yes, i know, save is littlebit cheating at tis game, but..you know.. i love my soldiers :) And now i have some good guys, its really big trouble to loosing it. And if you have good guys, need just few reload.

219
Suggestions / Re: Advanced autosave
« on: February 07, 2017, 11:26:45 pm »
Just replying, so that you know somebody reads these.

However, I don't have anything constructive to say... I've never seen a more ridiculous request; and I've seen a lot of requests.

Thanks you comment!

And what you think about this:
Hotkeys for save slot
ctrl+1 save 1st slot
ctrl+2 save 2nd slot
...

220
Suggestions / Advanced autosave
« on: February 07, 2017, 12:45:54 am »
Hi all!

I use the save all steps, and i thinking how can be automated:

- Start the mission. (only 1 save, just the next mission overwrite)
- save after all step done with "Don't reselect unit". If can't select more unit (so you done all steps), do one autosave. (turn end).  Can change how many turn end save (only the last 1 or the last 2,3..)
- Turn start (i know have autosave this option, but save 1 slot). Can select how many turns start save.
- Autosave when see 1 alien (can select how many time save)
- Autosave when kill alien (can select how many time save)

And can use quickload with keycombination:

ctrl+F7: last turn end
ctrl+F8: last alien see
ctrl+F9: last kill allien

(sorry, my english is bad..)

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