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Messages - yergnoor

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61
Help / Re: Xcom: UD - Simple soldier stat tweak
« on: August 24, 2021, 01:59:27 pm »
The file openxcom/standard/xcom1/soldiers.rul.  Initially, the bravery for new soldiers in it is set from 10 to 60, the development limit is 100.

62
OXCE Builds & Ports / Re: OXCE v7.0 for Android
« on: August 20, 2021, 04:56:05 pm »
I'd recommend asking sfalexrog, if he would be willing to make the changes.
Or if anyone else can make a PR, I'd merge it...
Unfortunately sfalexrog hasn’t visited the Russian forum for a year, but he hasn’t been here even longer.  Therefore, all hope is for someone else's help.

63
OXCE Builds & Ports / Re: OXCE v7.0 for Android
« on: August 20, 2021, 03:44:28 pm »
Greetings.
Today one of the Russian-speaking users pointed out a small problem with the Android version.  Only OpenXcom UFO Patch is present in apk OXCE.  Whereas there is no OpenXcom TFTD Patch and it must be installed by the user himself.
Therefore, please - add OpenXcom TFTD Patch in the next version of OXCE on Android.

64
Troubleshooting / Re: Installers not showing up on the download page
« on: August 09, 2021, 12:09:45 pm »
The download page consists of three tabs.  I recommend that you familiarize yourself with the second and third.

65
Released Mods / Re: [OXCE] [Total conversion] Lost War
« on: March 30, 2021, 09:18:44 am »
Personally, I liked the mod too.  An original vision of a possible future after the defeat of the X-com forces.  However, something did not seem very logical to me.  One can imagine a world without firearms (I recall the novel "The Black Flame" by Stanley Weinbaum), but it is very difficult to imagine that people will not find any replacement for it.  Man's first weapon was a club.  It is easy to craft and does not require any ammunition.  So why didn't the new resistance arm themselves with melee weapons?  A piece of steel pipe should be quite effective against unarmored opponents.  Therefore, I think that using only ranged weapons is a drawback of the mod.

66
Open Feedback / Re: What explosion height do you play with?
« on: March 11, 2021, 05:44:48 am »
I use the explosion height setting of 2. Simply if you set it to 3, the explosion height will be numerically equal to its radius.  However, the cells of the battle map are not cubic, their height is greater than the width, and if the height and radius of the explosion are equal, it will also be elongated vertically - not a sphere, but an ellipsoid.  Whereas setting to 2 gives the maximum approximation of the explosion to the sphere.  I don’t remember where I read the justification for this, but I agree with its correctness.

67
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: March 03, 2021, 04:39:51 am »
I do not understand, however, why OXC sees my own mod that I add to the "standard" folder, while in OXCE the game only recognizes it if I put it in user/mods. Is this intended? And yes, I did include metadata.yml.
Yes, it was intentional.  There was too much confusion in the discussions, when some wrote that mods should be placed in the "mods" folder, and others that in the "standard" folder.

68
XPiratez / Re: I made it to the end(Victory post).
« on: February 27, 2021, 12:28:25 pm »
As far as I noticed, the link to the trial version for Android, with additional control functions, was never published on the forum.  Personally, I didn't play with her for a long time, but everything seemed to work as it should.  I hope that this link can be shown here, that it is not classified for any reason.
https://lxnt.wtf/oxem/builds/Extended/Extended-6.9.6-64c43a4-2021-02-14-android.apk

69
I like the brighter color of the buttons.

70
OXCE Builds & Ports / Re: OXCE v6.8.1 for Android
« on: November 24, 2020, 07:02:18 pm »
Thanks.  I updated the game and warned other Russian-speaking users of the Android version about this fix.

71
Quite an interesting mod, I liked its idea - to rebalance the original game without adding new content, but making it interesting again, posing new problems.  For example, how to do without super-profitable production.
Unfortunately, the mod did not run on the OXCE I am using.  But I managed to solve this problem by adding some missing lines to the rul file of the mod, earlier in OpenXcom it was not necessary to indicate them, but OXCE is more strict.
I also added Russian localization, in addition to the English strings contained in the mod.

But although I liked a lot, there are some that seem to me to be disadvantages.  For example, arc shots from cannons actually turn them into grenade launchers.  But the arc trajectory of the projectile also means its low velocity.  As long as the projectile is explosive or incendiary, this is not a problem.  But if it is armor-piercing ... The penetrating power of such a projectile directly depends on its speed.  The higher the bullet speed, the more powerful the weapon.  But the trajectory of the shot also tends to a straight line.
Therefore, it seems to me that two types of shots should be introduced for the modified weapon.  The first is with a straight trajectory for armor-piercing bullets.  And the second - with an arc, for explosive and incendiary.  This can be explained by the fact that different ammunition has different powder charge power.
However, I'm not sure how this can be done, if at all.  My knowledge of mod building is pretty superficial.  OXCE introduces so many new features with each new version that I have long since stopped trying to figure them out.

But here and now I am posting the version without any changes, except for those necessary for its performance.  Perhaps this old mod will also interest someone else, especially those who prefer to play with mods that do not change the original game too radically.

72
OXCE Builds & Ports / Re: OXCE v6.7.2 for Android
« on: October 24, 2020, 03:52:59 pm »
Meridian, thanks a lot.  Good decision.

73
OXCE Builds & Ports / Re: OXCE v6.7 for Android
« on: October 22, 2020, 10:16:50 am »
Meridian, thanks.
Of course, it's better if the location of the mods folder can be customized.  But for now, it will be possible to use the standard folder on Android for this.
For a computer, there is no such need, only troubles.  I remember how confusing it was when players advised each other to use different folders for mods.

74
OXCE Builds & Ports / Re: OXCE v6.7 for Android
« on: October 22, 2020, 09:58:48 am »
From the source code, Android has following folder search:
This is the default data location.
How did you make OpenXcom search for data folder on the SD card?
In the settings, in the SYSTEM section, it is possible to change the location of the game folders.  Also, this setting appears on first launch.
You can change:
1. The location of the game data. 
2. Location of mods and save folders (only together). 
3. The location of the settings file.
But the save and the settings file must be in internal memory (so that the game can overwrite them).  And along with them is the mods folder.  Game data can be moved to a memory card through the first of three buttons.  I move the data itself through a third-party file manager, and then indicate the path to it in the game settings.  I have been doing this since the days of playing in the port of regular OpenXcom (not Extended).

75
OXCE Builds & Ports / Re: OXCE v6.7 for Android
« on: October 22, 2020, 08:42:30 am »
Greetings.
Is it possible to add a separate setting for the location of the mods folder for Android?
Now it is tied to the location of the save folder, which makes it impossible to transfer mods to a memory card (the game does not have write rights to this place).  Meanwhile, the internal memory of Android does not have enough space to store the heaviest mods, for example, X-Piratez.
Previously, I got around this limitation by placing heavy mods in the standard folder, which is located along with the game data, I have them on the memory card.
But some time ago, such misuse of the standard folder was reasonably prohibited.  But this also led to the impossibility of transferring mods to a memory card, and in the internal memory of my Android there is rarely more than half a gigabyte of free space.
Sufficient for light mods, but too few for heavy mods.

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