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Messages - yergnoor

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31
XPiratez / Re: A thread for little questions
« on: November 06, 2022, 03:54:50 pm »
Im not aware of there being a mod for it, it has to do with an engine limitation because that's how the X-Com: Ufo Defense game works.
For this there is a mod that works with scripts and changes the TU of all enemies, but only at the beginning of the battle.

https://openxcom.org/forum/index.php/topic,7308.0.html

Somewhere over there in that thread is a more interesting variant of this mod, which reduces TU not equally, but randomly. It's more realistic that way.

As for how to make that mod compatible with X-Piratez, it's best to change the value in the metadata.yml file «master: "xcom1"» to «master: "*"» Then the mod will be available in any variant of the game - UFO, TFTD, X-Files, X-Piratez and so on. And since it is not tied to specific types of enemies, it should work everywhere.
However, I haven't checked.

32
Released Mods / Re: Kronos 913 mod 2.0
« on: November 05, 2022, 02:03:01 pm »
I was interested in this mod and hope that it will only get more interesting in the future. At least for now, this rebalancing allows you to go through the original game, but in a slightly different style, rather than an over-expansion with the addition of a lot of new content.
But looking through the Russian-language text I noticed several typos. I think it is better to correct them right now.
Here they are:
Code: [Select]
  STR_EASY_PSIONIC_UFOPEDIA: "При помощи развлечений пришельцев мы можем начинать проводить пси-тренировки для солдат. Однако, для того чтобы более детально изучить эту технологию, нам нужно захватить живого пришелься с пси-способностями""живого пришельца"
Code: [Select]
  STR_HOVERTANK_ROCKET_UFOPEDIA: "Хотя мы и не можем воссоздать управляемые ракеты пришельцев, тем не менее, наши учёные смогли разработать ракетную боеголовку, которая превосходит все земные, исползуя эллериум-115. Теперь, ракетная установка стала отличным дополнением к обычному лазерному ховертанку"
Code: [Select]
  STR_EL_HAND_ROCKET_UFOPEDIA: "Хотя мы и не можем воссоздать управляемые ракеты пришельцев, тем не менее, наши учёные смогли разработать ракетную боеголовку, которая превосходит все земные, исползуя эллериум-115."In both cases "используя эллериум-115"
Code: [Select]
  STR_HOVERTANK_STUN_UFOPEDIA: "На этот танк установлена метательная установка пришельцев. Тяжелая броня и встроенный мозговой сканер позволят пробираться в гущу противников, чтобы взять живьём нужного врага. А для самообороны, в арсенале есть гранаты поражающего действия. Для полного снаряжение, ему нужно по 8 оглушающих и тяжелых гранат, а так же 30 лёгких гранат.""Для полного снаряжения. But I think the right thing to do would be "Для полной зарядки"
Code: [Select]
  STR_SUPER_RIFLE_UFOPEDIA: "Дальнейшая обработка сплавов пришельцев позволила создать винтовку, которая может стрелять снарядами от тяжелой пушки. Помимо этого, в конструкцию винтовки добавлено крепление для лазерного пистолета, превратив ее в универсальное оружие. Внимание: для того, чтобы в бою иметь втроенный лазерный пистолет, необходимо добавить лазерный пистолет в снаряжение!""чтобы в бою иметь встроенный"
P.S. To normally see my own corrections I had to turn off auto-translation in my browser (I read in Russian), otherwise Google translates them from Russian to Russian and twists everything.

33
Hmm. I cannot find 7.8.1 anywhere. The latest one is this.
Some people use test builds, which can be found at the link - https://lxnt.wtf/oxem/#/Extended
It's just for future reference. And occasionally in such builds, mods may indeed work differently than in the main release. Just because the rules for creating mods sometimes change - become stricter.

34
The X-Com Files / Re: [submod]X-Com X-Files Resound Mod
« on: October 10, 2022, 07:50:22 am »
I might have to do some Dagon style human sacrifices to speed up the loading time.
Getting rid of soldiers does not delete data about them. All records of all soldiers, what missions they participated in, how many and what enemies they killed in what mission, and so on, all remain in the save, even if that soldier is killed or fired. Reducing the army will only slow down the growth of information.

35
It can't be an inability to read the SD card where I have the data path set to - it reads the files just fine if they're there, and reads what's in the mods folder there, etc.
It is not the inability to read from the memory card, but the inability of the application to write to the memory card. OXCE has no rights to work with it and therefore cannot write the common and standard folders to /storage/5F2D-9D32/OXCE/, which is specified as the location for the data.
I myself have used a memory card for this purpose, and I had to first install the game in the internal memory of Android, so the game could unpack the necessary folders standard and common, and only then transfer all the data to an external memory card.

36
The X-Com Files / Re: is there an agent rank limit?
« on: September 29, 2022, 07:08:46 am »
this makes it sound like theres definitely a cap based on the number of agents available.  is that correct?
An earlier link was given where you can see the rank limits of soldiers. This one is. X-Files uses the same system as the vanilla UFO and TFTD games. Each high ranked soldier requires a certain number of lower ranked soldiers. The fact that in The X-Com Files the soldiers are called agents doesn't change anything.

37
Hobbes made one when the feature came out. I don't think it has been updated recently, and is likely pretty bare-bones, but it should apply straight into vanilla.
I checked. That mod only adds the ability for UFOs to be Killer Hunters, but the alien bases do not have the ability to launch UFO interceptors for their protection.

38
Thanks, might come in handy. While playing vanilla UFO, I used to make notes in the soldier's name.

39
Suggestions / Re: Statistics soldiers
« on: September 03, 2022, 02:06:08 pm »
Click on the emblem of the rank to the left of the name of the soldier. As far as I remember, this is how soldier parameters were opened back in the original UFO game.

I'll add:
But usually the parameters of the soldiers shown in the inventory are enough. Of course, if this is enabled in the settings. Strength, marksmanship and reaction (plus psi-parameters, when they open) - the main thing you need to decide what to equip a soldier.

40
It's disabled when the Links button is activated. They don't work together.
Yes, it is. When you turn off the advanced interface, renaming works.
Well, not a feature I need that much. "Links" is more important.

41
On the Android version, on the equipment screen, when you touch the name of a soldier, for a split second the on-screen keyboard appears, but immediately disappears. That is, it seems that editing the name was provided (otherwise the keyboard would not appear at all), but for some reason blocked.

42
The X-Com Files / Re: Teleporting 2x2 units in base defense
« on: August 27, 2022, 07:35:54 pm »
This is an infrequent but possible case. When there are many enemies, they may not have enough spawn points in the designated areas (elevator and hangars) and then the remaining enemies are spawned in the points intended for the base defenders.
This happens either when there are too many enemies or not enough spawn points for them. In the case of only one elevator for the entire base, this was almost inevitable.

43
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 25, 2022, 09:04:01 pm »
Here's the save, before starting the game I reset OXCE to its original settings to eliminate their effect. All repeated - action points of units are only spent, but not restored. On the saving of the first turn with one soldier moved.
Also attached video which shows the lack of recovery.
Android 10.

44
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 25, 2022, 12:22:43 pm »
I can confirm. On an Android tablet, with OXCE version 7.7, if you turn on FMP and FMP Extended, the soldiers do not restore action points. If you disable the addon, with pure FMP, everything comes back to normal.

45
OXCE Support / Re: [idea] time travelling
« on: August 20, 2022, 07:23:51 pm »
As I see it, restarting the game process from a distant time point in the past is too drastic a change.
But the idea of "time warfare" itself is quite interesting. In science fiction it is played out in different ways, for example the Terminator movies come to mind.
How could this happen in an X-Com game, based on the idea of the enemy base problem?
Suppose research shows that there is an enemy base that is so well fortified that X-Com is currently powerless to capture or destroy it. And there is information that the existence of this base threatens to defeat the war. For example, the base will begin to expand rapidly, taking over more and more territory. As far as I remember, the enemy bases have such a possibility - to send UFOs, so that they founded more and more new bases, saw a screenshot of this.
That is, you need to somehow make the first enemy base is invulnerable to X-Com attack.
Then the only option would be a past operation - sending a special group to destroy a base when it was just founded and no different than a normal base. Such a journey would only be possible with the use of a huge amount of Eleurium-115, which is a unique resource.
This would require launching a combat mission based on the results of the research and only if the necessary resources are available. Externally, such a launch should work similarly to a flight to Mars. Instead of specifying a point on the map, there should be a separate button to send a special intertemporal jumper.
If the mission fails, the transport and everyone on it is lost, and the enemy base remains in its previous location. If successful, the enemy base disappears from the map as having been destroyed long ago, and the plane returns with the surviving soldiers... who must now explain who they are and where they came from to management. After all, no one sent them anywhere. Destroying the base in the past made the mission unnecessary.
Anyway, that's the basic idea. Not a restart of the game process, but a local operation in the past to change the situation in the present. I have no idea how feasible this is. And whether it's worth doing.

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