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Messages - betatester

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31
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 20, 2020, 03:18:36 pm »
got a strange battle.

The hovertank can see and snapshot the abomination. Most of the time it scores a HIT and don't kill the abomination, with some ground damage. But after that the hover tank can't strike again.

32
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 17, 2020, 03:56:23 pm »
one small bug the webwear is described as a 2x3 item in file, the item itself only takes the place of a 2x2 item, but it's a 2x3 item, you can see it if you make a stack of it the number is at the bottom of the sprite.

from a deep one mission I got 3 Human sacrifice, and has no research linked to it

33
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 14, 2020, 08:27:16 pm »
I have researched the webwear , got it in ufopedia, has already extracted some silk. but I can't see it in the production panel.
EDIT: My bad,  I had put it within Hidden, surely with a bad click.

34
The X-Com Files / Re: [bug or feature] Betrayer
« on: February 14, 2020, 04:25:48 pm »
forgot the word commendation in my previous post, sorry if someone misunderstood it

35
The X-Com Files / Re: [bug or feature] Betrayer
« on: February 14, 2020, 03:45:54 pm »
so the betrayer is a feature ?
Sad but ok I will manage that another way

36
The X-Com Files / [bug or feature] Betrayer
« on: February 14, 2020, 03:31:36 pm »
I have mind controlled Floatters with psi amp, have them drop weapons, venture in the open to be killed by other units.
And I get the Betrayer commendation.
Hey they aren't X-com friendly units as usually defined !!! I even don't know them three minutes ago !!! Why a bravery reduction !!!
Son of the Beach, pun intended, Commendation (with an Pamela Anderson photo in red swimsuit) for minimizing physical efforts perhaps.

37
Work In Progress / Re: [XCF] Inventory special
« on: February 14, 2020, 09:10:27 am »
now you can lean on my left shoulder. Be careful, there's high explosive too.

38
The X-Com Files / Re: [Suggestion] Ai Armor
« on: February 14, 2020, 01:51:46 am »
For tank and hover tanks;

Production:
- un mount <tank type> weapon:
needs a tank armor, a workshop and 5 ingineers to do it in 1 hour produce a tank chassis (or hover chassis) and the appropriate tank weapon
- mount <tanktype> wepon
need the appropriate tank weapon and a chassis (or hover chassis) produce a tank armor

size of chassis + size of the weapon= size of the tank for storage purpose


39
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 13, 2020, 07:44:23 pm »
I will change it as soon as I know how. But since it's a potential bug, even if harmless one (and something we tend to forget) I have just reported it here.

40
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: February 13, 2020, 07:13:10 pm »
I've made a WIP for XCF (here https://openxcom.org/forum/index.php/topic,7872.0.html ). And I realized that the black sprite you used to cover hands is a 3x3 one (the one I used for covering the scabbard). It covers Quick draw slot a bit in my WIP for the suit armor)

41
Work In Progress / Re: [XCF] Inventory special
« on: February 13, 2020, 07:04:09 pm »
an uptade now I thinks it works smoothly

42
Work In Progress / Re: [XCF] Adding a scabbard
« on: February 11, 2020, 02:47:27 pm »
a major bugfix

43
Work In Progress / Re: [XCF] Adding a scabbard
« on: February 11, 2020, 01:39:38 pm »
an update

44
OXCE Support / Re: [Question/Suggestion] Inventory restriction
« on: February 11, 2020, 01:36:57 am »
thanks.
I have made a WIP thread.

45
Work In Progress / [XCF][Release Candidate] Inventory special
« on: February 11, 2020, 01:32:57 am »
For X Com Files
I  added a scabbard that can contain many melee weapons but not all (for example not heavy hammers, lances, 2 handed staves  or rusty blade because it's rusty)
It's a specialized quickdraw slot  that can only work for 1 melee weapon

added under armor layer slot for web wear,
added the trinket slots for the German ring (the trinket items can be moved to both hands for 0 TU and put back there for 0 TU too)
removed the quickdraw for rats and dogs
removed the backpack and under layer armor for rats
a bit of inventory slot position change and some translation change to reduce the length of writings


It's a mod now !!!!!
Change log
WIP
0.2 remove the scabbard on several armors. AI and many non complete inventory armors
0.3 forgot the BELT and made an error on quick draw name on previous versions. You have been warned it's a WIP.
0.4 corrected all known errors, added the under armor layer slot for web wear, and the trinket slots for the German ring (the trinket items can be moved to both hands for 0 TU and put back there for 0 TU too)
0.5 What to say; forgotten the left shoulder on previous version. Now it's fixed.
Mod version
0.2 Made it a Mod
0.3 minor TU correction
0.4 corrected an error due to regex. changed the TU section because of a weird bug and hope it works.
0.5 corrected a duplicate entry for right hand
0.6 added tu to under armor layer, it can't be removed in battle

Known problems

- It covers ammo display a bit. How can I push ammo display ?
- I allowed 2 handed blades, some axes  and also all 1 handed weapons. what is your opinion ? it's like you had them on your side
- translation strings for inventory are in invs XCOM file



TODO
- maybe link the scabbard to martial arts training transformation
- adding a TU cost to forbid under armor removal from battlescape. It's XCF not the Full Monty.

Thanks to Meridian and Solarius and all discord channel for helping me in my firsts steps to modding
The principle can be use to make a special place for the spiderwear and maybe for the magical nazi ring.

Feel free to use as you like

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