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Messages - BlackStaff

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181
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 21, 2019, 10:33:05 am »
Thanks !

Sorry, there's one thing I don't understand....  :-[
In the file "language_apoc.rul" I see:
STR_GRIFFON_UFOPAEDIA: Multirole; made by Uni-Dynamics; CONTRACT-only


But in the "research_apoc.rul" file I see:
  - name: STR_GRIFFON_ASP
    lookup: STR_GRIFFON
    cost: 10
    points: 0
    dependencies:
      - STR_CONTRACT_MEGAPOL


I think there's a little-little very little bug in the "language_apoc.rul" file ... or in "research_apoc.rul" file !  :-[

182
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 20, 2019, 08:36:37 pm »
Little bug in "ufopaedia_apoc.rul" !  ;)

  - id: STR_ROBOFLYER_XCOM_ROCKET
    type_id: 3
    section: STR_WEAPONS_AND_EQUIPMENT
    weapon: STR_GUIDED_LANUCHER

Instead of : STR_GUIDED_LAUNCHER

Tks !


183
Released Mods / Re: Chryssalid tweaks [OXCE]
« on: November 19, 2019, 02:47:46 pm »
I agree!
It would be very nice to be able to heal from this evil even if we have to lose a few points of characteristics!
In real life we manage to cure some parasites... why not in UFO!  ;)

184
OXCE Support / Re: azerty keyboard
« on: November 17, 2019, 12:34:32 pm »
Vouloir corrigé ce genre de chose n'est pas aisé.
De nombreux jeux ont ce problème.
Je pense qu'il va falloir s'habituer à faire des conversions de touches pendant longtemps (Q/A-W/Z-,/M).
Heureusement qu'on peut avoir les fichiers "Language"en français !  ;)

185
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.6.1
« on: November 11, 2019, 03:52:22 pm »
new version up.
Thank you very much !  :)

186
The X-Com Files / Re: Colt Commandos
« on: November 04, 2019, 03:57:47 pm »
223 or 5.56 I know.
But a Colt Commando (or M16) in 9mm I don't know.
I would be happy to see one because it is missing from my collection...  ???

187
And devs and modders regret the existence of uninformed posts like this one. There were multiple issues with this feature, butbI guess it's easier to throw a tantrum and say that daddy is mean.
Once again you misinterpret my words!
Am I angry? No !
Do I express a violent aggression against modellers? No !

You're getting a little too used to rebuffing me. I do not appreciate your comments while I do not criticize your work in any way.
But if you can't give your opinion anymore, say it frankly!

Yes, I regret that this option no longer exists! So what?

188
... and was kinda cheaty.
Why?
When you are 4 soldiers against more than 20 zombies I find it beneficial!  8)
I regret that this option is being removed!  :-[

189
The X-Com Files / Re: The X-Com Files - 0.9.9e2: Summertime Lovin'
« on: October 13, 2019, 01:19:20 pm »
I prefer the Land Rover...  ;)

190
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 01, 2019, 07:11:58 pm »
Me? Nothing!
I was reacting to that answer!

- name: STR_MAGNUM_AA_DRUM_MANUFACTURING
    cost: 10
    points: 10
    lookup: STR_UAC_PISTOL_AA_CLIP
    dependencies:
      - STR_ALLOY_AMMO
      - STR_MAGNUM_AA_DRUM_PREQ
    lookup: STR_MAGNUM_AA_DRUM
    listOrder: 520200

191
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 01, 2019, 06:22:06 pm »
Lookup on two items? That's something I've never seen... No idea what would happen.
:-[

I tested with this way of writing:
    lookup:
      - STR_xxx
      - STR_yyy

Nothing is happening!  :'(


And I tested it as you wrote it:
    lookup: STR_xxx
    lookup: STR_yyy

Only the first line is taken into account. The second one is ignored!  ;)

192
Released Mods / Re: Decreased TUs for aliens on your first turn [OXCE]
« on: September 26, 2019, 05:06:36 pm »
In fact, there is no point in discussing the merits or uselessness of this principle.
It is now a Mod. So everyone is free to use it... at their own risk!
The integration into an existing pack remains at the initiative of the author(s) of the said packs!
If they accept it's good... if they refuse it's good too!

193
Released Mods / Re: Recovery time revamped [OXCE]
« on: September 25, 2019, 02:44:13 pm »
For fun :) I just like tweaking such things.
Thanks for sharing !   :)
Since I don't understand anything about your code, I just have one question!
Does your code take into account the presence of an infirmary/hospital on the base?

194
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: September 20, 2019, 12:18:04 pm »
EDIT: I was wrong, of course. It should be lookup, not unlocks:

- name: STR_MAGNUM_AA_DRUM_MANUFACTURING
    cost: 10
    points: 10
    lookup: STR_UAC_PISTOL_AA_CLIP
    dependencies:
      - STR_ALLOY_AMMO
      - STR_MAGNUM_AA_DRUM_PREQ
    lookup: STR_MAGNUM_AA_DRUM
    listOrder: 520200
I don't see any other cases of this kind.

So can we translate it as ?
    lookup:
      - STR_UAC_PISTOL_AA_CLIP
      - STR_MAGNUM_AA_DRUM

Tks !

195
Released Mods / Re: Decreased TUs for aliens on your first turn [OXCE]
« on: September 19, 2019, 04:52:41 pm »
I'm not interpreting the same thing you are!
Before landing it is logical that the pilot should look for two things:
- a flat, unobstructed place to land
- a relatively isolated place where the number of ENIs is the least important (in reality landing 1 or 2 km from the area will be feasible but we are talking about UFOs so we do what we want from reality).

Tactical landings are made in a matter of seconds. Meanwhile, the few ENIs who had seen the aircraft were approaching the assault point. So it's normal that they used part of their TU!

Translated with www.DeepL.com/Translator

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