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IDT Modding Hub / Re: [WIP] [TFTD] TFTD Rebalance.
« on: October 16, 2019, 11:39:16 pm »
Endless
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Seems that I don't get the prompt that I can build the plasma hovertanks once I unlock them.its there, when you unlock them you also unlock like 18 different things so it gets buried a bit.
Trying out the new version, seems that attempting to view the ufopedia entry of the rocket launcher crashes the game.
"OpenXcom has crashed: UFOpaedia Article STR_EXPLOSIVE_ROCKET not found"
about fwiffo disappearing from the fleet after spathi finally slave-shield their homeworld: is it a bug or a feature?
What I can not understand, "Maximized Night Display" is "fullNightVision"? I turned this option ON and OFF - no difference was found. Maybe because it is disabled "Automatic Night Vision" and night Vision activate the key"space"?
snip by Meridian
In what scenario does it make sense to turn friendly craft escort off?
I use the following settings:
Wounded fight if base attacked - use YES
Remove wounded soldiers from training - use YES
Maximized Night Display - use YES
UFO landing alert - use YES
These options are best not to remove from the menu. Let it remain as it is.
You both are right. I've just deleted my post. I was a bit excited about this description, as I have no idea how to make a single, coherent mod for everything in it:
Current feature list:
http://openxcommods.weebly.com/download.html
new tank type - battle mech! it's a battle mech. need i say more? based on the sectopod chassis, but with 50% more badass. (actual results may vary)
tank shells will now cause small explosions
training facility added - slowly increases soldier's stats, using the same formula as apocalypse
medical bay added - decreases wounded soldier convalescence time
researchable disruptor and gauss cannons for hovertanks and crafts
combat armor added, purchasable from buy interface
power armour replaced with re-coloured TFTD ion armour
flying armour helmet graphics altered
incendiary grenades
stun grenades
flashbangs - explode immediately, no priming, reduces reactions, accuracy and detection radius for 2-3 turns
terror missions at military bases (new map type) with military personnel (new unit type) with flashbangs and all mundane weapon types available
soldiers, if issued with pistols, will grab a melee weapon in their left hand, if one is available
added police, they will show up as local law enforcement on terror missions and actually fight aliens
Again, apologies to Reaver for clogging his thread. Please feel free to delete this post.
Here's a shot in the dark... I've been trying really hard to get this mod (see attached) working for OpenXcomExtendedPlus, but alas, my poor (non-existing) coding skills got the better of me! Meridian himself was kind enough to try to point me in the right direction, but to no avail. So, if anyone could make this mod OpenXcomExtendedPlus friendly, I would be extremely grateful! The mod was made by WarBoy, and is quite similar to Reaver's RebalanceMod (the only way to play vanillo, imho). Hope Reaver won't mind I posted this here...
probably the ambientSound
Fix is now available (PC version only for now).
The bug doesn't affect vanilla MC/Psi.